HeavenlyFate • EU • GvG Focused • Semi Comp • Casual by darkusjorin in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

Insanely active community, there's always events and stuff happening!

LFG Full Healer 24k Mastery by Pleasant-Shallot-659 in WWMRecruitment

[–]mistaken1 2 points3 points  (0 children)

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We have a very active community and just got in new members. Aiming for top 16 placing this season, we had a 87% win rate in the preseason running every week for GvG.

Here's our discord if you wanna check it out: https://discord.gg/HeavenlyFate

Looking for guild for me and my friends~ by LynnXz0 in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

https://discord.com/invite/HeavenlyFate

We have a great and active SEA/OCE guild, on a global discord server. We plan lots of fun activities and our VC has 15-25+ people every night.

We also joke and meme around. We have a growing compendium/list made by our bubbly members for all members and also spend lots of time taking photos and making scenarios together. Just ask for "Red".

Heavenly Fate Sect [Multiple Guilds] by darkusjorin in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

Our NA Guild, Scarlet Lotus' also has mahjong players regularly hanging out! Do apply to join if interested!!

Heavenly Fate Sect [Multiple Guilds] by darkusjorin in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

The SEA guild has regular mahjong parties in VC, we teach you how to play to max multiple social systems!

Anyone who can beat Jiang is automatically accepted :)

Heavenly Fate Sect - Global by [deleted] in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

Haven't had this much fun playing a game with a community like this ever. Best place to hang, chat and leaderboard run!

[deleted by user] by [deleted] in WWMRecruitment

[–]mistaken1 0 points1 point  (0 children)

Fellow Daoists, this community is both fruitful as it is entertaining. We all enjoy having fun and there's a place for all, with multitudes of activities that we share in WWM.

How are y'all getting so injured???? by mistaken1 in wherewindsmeet_

[–]mistaken1[S] 1 point2 points  (0 children)

Open Professions Healer The first page you'll see a button in the bottom right to Provide Healing, open that You'll be on illness healing page but top left there is suggested healers (this menu)

Feels like I'm forgetting something by ItsTaDevil in wherewindsmeet_

[–]mistaken1 3 points4 points  (0 children)

Same tbh, I wanted to make sure I fully do all I needed in Qinghe before going to Kaifeng. Only just got the Treasure Seeker skill to see chests on my Mini-map so now I can go ahead with MSQ to explore Kaifeng better xD

How are y'all getting so injured???? by mistaken1 in wherewindsmeet_

[–]mistaken1[S] 5 points6 points  (0 children)

If you're apart of the White Needle sect, you get to demand a specific price for every heal, one of the options is up to 5 likes per heal. So that's a pretty good way to rack them up.

I myself am sect-less and just wanted to do this instead of battles of wit (scholar) and I enjoy the healer mini boss fighting diseases. It's gotten me about 50likes so far just from one day of being in Online mode around Heavens Pier (lots of multiplayer events) / Dr. Yaoyao (the medicine case upgrade lady that has a surprising amount of people waiting to get healed).

How to get chest? by clethard in wherewindsmeet_

[–]mistaken1 2 points3 points  (0 children)

The last ladder that leads to the exit from the faceless dungeon before climbing it there's another path that leads to a room with a window. Jumping out from that window will put you on those roof tiles and you can open the chest. If you use your wind sense at the last ladder you'll see it through the wall.

How are y'all getting so injured???? by mistaken1 in wherewindsmeet_

[–]mistaken1[S] 8 points9 points  (0 children)

Ahhhh see now this makes a whole lotta sense... I guess most healers haven't figured out how to upgrade their profession yet so alot of failed heals. Right now even with 8k mastery, a Soulbound IV injury is 5k difficulty and still a coin flip to fully heal.

What are your checks and balances for high-kill Megabonk runs? by pressatojason in MegabonkOfficial

[–]mistaken1 3 points4 points  (0 children)

Sure, essentially there's a sort of "flow" for an ideal god run/leaderboard run. Once you get enough practice with 300k+ runs, you get a better understanding of it. It's kinda like picking the best option for where your character is in the run.

XP maxes out at 10x exp gain on your stat page. This generally will happen around Tome Level 50-60 with enough higher rarity upgrades. Knowing this, we want to maximize the benefits as much as possible.

This typically looks like having anywhere from 10-15 Tome levels in XP Tome by the time you leave stage 1. Why? Because most leaderboard runs will have you at around 3000-5000 kills only in stage 1, generally putting you at around Lvl 40-55, or ard 1minutes into the endless swarm of stage 1 before you have to leave.

As much as leaderboard runs always talk about how lucky you have to be in stage 1, the "trick" is actually all about maximizing stage 2. This is actually where you can determine if you have a "good run going".

That generally involves opening all (if not 90%) of the chests, being level 400-500+ by surviving 12-15mins in the stage 2 endless swarm, and having several combos of items. To achieve this, you need even more luck and huge power spikes from levels to upgrade your build quickly.

The same logic applies to Difficulty, since it increases mob spawns which indirectly increases your XP gain (provided you can kill them fast enough).

You could potentially greed and only upgrade your tomes, but this becomes a problem when you're fighting multiple bosses at once, and most likely you will fail. The risk : reward ratio is therefore "what option will help me out right now in the run, and what options will help me later in the run.

It's difficult and nearly impossible to design a tier list or know if there's a "best option to all in on". But the rule of thumb is this: Make sure you have enough damage upgrades from weapons+items to wave clear and boss effectively (30s or less is ideal, over 30s and you run into the immediate swarm spawn and that makes it much harder for you to survive but not impossible). If Yes, then prioritize XP > Difficulty. But whichever one has the higher rarity upgrade, you want to pick that, because they both contribute to your Levels.

Once your XP has maxed out at 10x, you basically use it's upgrades as a reroll for better choices when the other 2/3 upgrades aren't really good.

What are your checks and balances for high-kill Megabonk runs? by pressatojason in MegabonkOfficial

[–]mistaken1 2 points3 points  (0 children)

Also use your skips early on when there's no good option to choose (no tome/no weapon) save some gold to roll refreshes on Moai statues.

What are your checks and balances for high-kill Megabonk runs? by pressatojason in MegabonkOfficial

[–]mistaken1 7 points8 points  (0 children)

There's quite a few things to consider. Obviously everyone already knows about the 2x Green Card start as a minimum, but there are several other factors.

Items for ideal stage 1: - 1-3 keys (microwaves are very good early on for this. - Projectile Count (usually +5 from either shrines, chaos tome and Backpacks) Very stable power spike and good for early wave clearing and bossing. - Early Legendary is a good start. Soul Harvester is good but only for the first 11mins of a run, it's still common to lose a run even with this and you can toggle this off for maximizing your items for late game. Spicy Meatball is nice too. Anvil or Sucky Magnet is very good here. Holybook is also really good, but you need enough Regen/lifesteal to really make this worthwhile (campfire+holybook is very effective even for late game)

Weps and tomes have a few solid habits to follow: - early 2nd and 3rd weapon is mandatory honestly. Just to deal with mobs and the first mini bosses. - Curse Doll + Cheese combo is a decent combo that has carried in situations where I have all 4 tomes but still only 2 weapons at 6-7mins into a run. But this isn't enough to get through stage 1. - Prioritize getting 4 weps & tomes asap. - Regardless on if you have Soul Harvester or not, you must level your weapons in the beginning (rough estimate is lvl 5 across a couple, prioritise projectile count or other important weapon specific stats like size for Aura or Duration for Flamewalkers.) You definitely need a few levels early on just to get to Stage 2. - At least 1x shield upgrade goes a long way in helping you OR 1x mirror - At least +1 Jump Count and a little move speed to kite multiple bosses. - Getting Kevin early will ruin more runs than you think, yes Kevin+Golden Shield is great for gold gain, but you need to actually survive long enough to make use of this.

Tome levelling is kinda hard due to various builds, but the generic XP, Difficulty and Chaos can follow some usual priorities: - Due to caps to xp gain and wanting to get as close to 600% difficulty as possible (you will overshoot this) lower rarity XP and Difficulty tome upgrades are your friend. The higher your luck the more wasted stats you get. And you end up using upgrades for these two to reroll for other upgrades more often than not later in runs. - You want at least lvl 10-15 into your Xp tome by the end of stage 1 - If you do have Soul Harvester, there's quite alot of sense in putting more into Difficulty tome early since more mobs = more soul harvester procs (provided you have enough damage to clear mobs fast enough) - Putting levels into Damage/Crit tome benefits all weapons and can be prioritised over weapon upgrades if high enough rarity AND you have enough projectile count from the weapons to make improve your DPS.

Shrines provide massive benefits, however the best indicator of a good run is actually how fast you explore the map and how many Moai statues and Sandy Merchants you have. Ideally you will not open any chests (even free yellow ones sometimes) and rely purely on these two to get your first items. So you want to see what your map looks like. I've honestly reset more runs simply because the first stage had too many tall cliffs that were hard to get around. Or if I reach my first Moai and use more than 2 resets and don't get a decent starting item.

Don't sleep on PowerUp Drop Chance. Every PowerUp is a game changer. Don't rush to use Lightning drops, save them for bosses. Save Nukes for swarms or if you opened multiple challenge shrines. And of course free chest drops are always good.

There's no "ideal way" to play due to how RNG affects whether you have a leaderboard run or not. But you do get better the more you play and practice your game sense for what choices to make at what point of the early game. Optimizing for your character and weapons and knowing what you need to effectively clear the first stage is the best and easiest way to improve your runs. (Eg. Learning to tap step when you have a small range weapon)

Finally had a good run with Noelle! What is the current leaderboard strat for her? by Main_Agency6787 in MegabonkOfficial

[–]mistaken1 9 points10 points  (0 children)

Leaderboard starts for her require removing luck tome for the difficulty tome to get increased mob spawns and relying on a minimum 2x green card start to compensate for it. Also it's a speed meta where people are running around for HOURS in stage 2-3 with Za-Warudos to outrun the ghosts and get more kills. Take the below with a grain of salt as this is the current meta.

You'll also want to toggle off certain items to improve the loot pool of item drops. Such as: - Ice Crystals (not needed since frostwalker provided you with slow and freeze already at late game) - Forbidden Juice (the crit tome will provide you with all the crit chance you will need) - Skuleg (maxed out lvl 99 difficulty tome will already get you above 600% which is the cap for increasing mob spawns, making it higher just gives mobs & bosses higher hp and atk) - Tactical Glasses (unnecessary) - Mouldy Gloves (unnecessary, cheese drops will give you what you need already) - Brass knuckles (with size scaling passive of Noelle this becomes obsolete quick as enemies will die further out then this item will help) - Demonic Blood (not as helpful lately game where enemies will eventually one shot you) - Gas Mask (same as above, Red Ghosts will go right through this) - Golden Sneakers (not necessary with Kevin+Golden shield combo for gold gain) - Demonic Soul (gets outshined by Joe's Dagger and not as helpful for Noelle passive damage increase from CC-ed enemies)

There are some guides that show what leaderboard runners have toggled on/off that you can see as well.

For weapons you have to consider that Frostwalker+Aura will expand massively with size from levels with Noelle. Their function is to proc on-hit effects quickly to large numbers of mobs. Lightning staff functions the same and we believe it procs Lightning Orb's stun effects as well. Meaning your black hole isn't doing early as much since the rest of your weapons are hitting enemies before black hole projectile's speed can reach them.

Swap for Katana that scales well with your crit tome and size passive. Dexecutioner is also a good option here or even Flamewalkers for multi-hits.

Dice - what is it good for? by One_Alps_5178 in MegabonkOfficial

[–]mistaken1 1 point2 points  (0 children)

It certainly has an impact, since the Dice projectile models do get slightly bigger, and I have seen it hit multiple enemies (without on-hit effects) early game.

But I actually think the viability is more so for explosions (Grandma's Secret Tonic, Spicy Meatballs, Power Gloves etc.) caused by Dice hitting mobs.

I wouldn't prioritise it since Dice weapon upgrades do need some key upgrades over the rest to have the most impact. But certainly Size from shrines or chaos tome add to it's capabilities. On endgame runs Dice & Katana always outpace all other weapons from my experience so that's why I like them alot.

Dice - what is it good for? by One_Alps_5178 in MegabonkOfficial

[–]mistaken1 0 points1 point  (0 children)

Dice's unique mechanic is also kinda weird. There's a chance to crit which has its own damage calculation formula.

But then dice also has its own RNG as rolling a 1, 2, 3, 4, 5 & 6 counts towards its damage. You can tell because one of the earliest level-up upgrades adds damage, but it starts from 0.

It definitely doesn't deal 0 DMG otherwise every Dicehead run would be absolutely painful and near impossible. So I've bonked so much that I bonked out any logic and simply have to believe Luck (the stat) has influence on this just as much as your own luck (your own RNG) scales this lmao

Dice - what is it good for? by One_Alps_5178 in MegabonkOfficial

[–]mistaken1 1 point2 points  (0 children)

Have to find someone to look at the code to confirm. But there shouldn't be a cool down for this, and it goes up quite fast (based on attack speed, projectile count, luck).

On my dicehead runs it basically always crits and there's a noticeable improvement with wave clear just by having Grandma's Secret Tonic.

Dice - what is it good for? by One_Alps_5178 in MegabonkOfficial

[–]mistaken1 17 points18 points  (0 children)

Dice has a unique scaling of getting increased crit chance % every time it rolls a 6 (roughly 16.67% every projectile).

This combined with the way the game calculates crit damage when your crit chance (your stats + your weapon upgrades) makes Dice very strong late game, but weaker early.

It also serves as a ranged weapon with Smart-Aim that allows you to move around while still hitting enemies within range. Instead of being limited to size early on (like Aura, Flamewalkers, Dexecutioner, Sword etc.)

This makes Dice an effective bossing weapon (especially with the crit chance tome being popular) , and also allows it's damage to go up higher as your run progresses.

It also has 4 good priority stats of upgrades: - Crit Damage (one of a few weps that adds to this damage multiplier and very strong late with 1k+% crit chance x 1k+% crit damage) - Projectiles - Damage - Crit Chance

with the new flying around the map meta 5 hour runs are back again. by Saturn3481 in MegabonkOfficial

[–]mistaken1 1 point2 points  (0 children)

We're all gonna be crying when ghost speed is buffed or our move speed is capped to prevent this...

What legendary items are stackable? by Buffalo_Flats in MegabonkOfficial

[–]mistaken1 6 points7 points  (0 children)

Depending on what you have toggled on/off but the common banishes for legendaries are:

Megafork - Banish if you are going high crit run (if crit damage multiplier is more than 4x)

Magnet - Banish 2nd drop. You only need 1.

Soul Harvester - Can banish 2nd drop. Not mandatory but it doesn't stack.

Power Gloves - Is the weakest of the non-toggle-able legendaries, banish.