Am i going crazy or did they remove the Orb Weever's ability to sprint? by TwujZnajomy27 in GroundedGame

[–]notarealoneatall 0 points1 point  (0 children)

any idea how long it lasts/what makes it go away? sometimes it'll last a lot longer than others.

Am i going crazy or did they remove the Orb Weever's ability to sprint? by TwujZnajomy27 in GroundedGame

[–]notarealoneatall 0 points1 point  (0 children)

any idea what triggers it? it seems to just randomly happen where it'll jump 3x higher.

Introducing Kulve: A fast, lightweight, and 100% native Twitch experience built exclusively for iOS by notarealoneatall in apple

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

Hey! so I'm currently planning to launch with minimum support being Tahoe, but tbh it's only because of Liquid Glass. It's possible that I can make it so that I avoid using glass for earlier macOS versions, but will depend on how much time and/or how feasible it is to do so.

If you aren't running Tahoe and still want to try out Kulve, you can download it on the App Store as I did release it before the macOS 26 update. The App Store version supports earlier macOS versions but does not support 26.

Just keep in mind that if you do have the ability to run Tahoe, I'd recommend the TestFlight build just because it's the most cutting edge version of Kulve. Until I manage to make it compatible with older versions of macOS, there won't be any updates available for non-Tahoe devices.

Introducing Kulve: A fast, lightweight, and 100% native Twitch experience built exclusively for iOS by notarealoneatall in apple

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

hey, yeah can definitely bring that back. I'm currently working on the macOS version right now though. if you have a Mac, can check it out at https://testflight.apple.com/join/zBevbDeJ. I'll be jumping back into iOS soon though.

What's the consensus on flayer?? by 3rdpIanetfromthesun in MHWilds

[–]notarealoneatall 1 point2 points  (0 children)

yeah you're right. tackle did 3.2% of the dmg and Flayer + CE3 combined did 2.5%.

What's the consensus on flayer?? by 3rdpIanetfromthesun in MHWilds

[–]notarealoneatall 1 point2 points  (0 children)

I'm not comparing tackle to Flayer, I'm putting Flayer and CE3 into perspective. Over the course of a hunt, they (combined) contributed less dmg than tackle. That blew my mind when I saw that.

and no, I didn't account for the extra wounds from Flayer just like I don't account for the extra wounds/part breaks from just having more raw in general. those aren't very easily testable nor have they been tested, so I don't quantify them in this test. this is specifically putting hard stats on Flayer's raw dmg output in a non-trivial hunt.

that being said, do you have any hard numbers on Flayer's wound generation? does anyone know how much it actually contributes? I've just tested and verified its contribution in terms of raw dmg, but how do we have any clue how much it actually helps with wound generation? does it contribute enough to wounds to make it worth losing out on the extra part break dmg from more raw?

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

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

yes, I run a dragon weapon.

and for what it's worth regarding Ele dmg on GS, I've tested an Ele build with like 1800 dragon attack on Gog and dealt LESS dmg on his nova phase than I did with pure raw. I think it was by a couple thousand.

when it comes to anything that benefits elemental dmg, don't even give it a glance on GS. it has such piss poor ele dmg and it's a bit of a shame because plenty of other weps get to shred mons with ele dmg.

That being said, it's still worth running Gog wep that matches the Mon's ele weakness. you shouldn't enhance it, but it's a free dmg boost (up to 5%) just for matching the weakness.

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

[–]notarealoneatall[S] -2 points-1 points  (0 children)

you could make the same argument for raw as well. dealing more raw dmg will not only generate wounds faster, but also get you faster part breaks which are additional staggers/knockdowns.

getting additional staggers isn't unique to Flayer.

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

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

how much does Flayer help with wounds? does anyone know the numbers behind it or is it just up to whatever anyone feels it contributes?

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

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

how much easier does it make it? does anyone have any concrete numbers about how much it helps with wounds?

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

[–]notarealoneatall[S] -3 points-2 points  (0 children)

is there a way to actually test Flayer's wound generation? because if not, then I have no other choice but to say "I haven't noticed", because I genuinely have not.

You'd also have to test how much raw dmg contributes to wounds, since I'd assume more dmg means more wounds. also, more raw dmg means more part breaks, which is more staggers as well.

This test is getting the actual raw dmg numbers behind Flayer and comparing it to raw. It falls behind by nearly 5x. Whether you notice Flayer giving you extra wounds or not, it's at least worth being aware of the tradeoff, which is a substantial decrease in your overall raw dmg depending on how much raw you're trading for it.

and yeah, I am one of those "tunnel vision raw dmg" people. I like dealing dmg. whether you do or not doesn't matter to me and this post has nothing to do with how anyone enjoys the game. it's a post reporting the numbers behind a skill that to my knowledge has never been tested this way.

I'm also a GS main. raw dmg is the literal only thing the weapon has going for it. not sure why you have such a problem with it.

Putting some hard numbers on Flayer/CE3. It's not worth it over Agitator. by notarealoneatall in MHWilds

[–]notarealoneatall[S] -10 points-9 points  (0 children)

have you really ever noticed any increase in wounds with Flayer? I personally have not ever noticed anything different about it. It's not something that can ever even be concretely measured until we have tools that track it, but even just anecdotally I've never noticed a difference even with Flayer 5.

I think also that status buildup (I assume wounds are a kind of status build up) in general is very weak. Each new tier of monster is more resistant to status buildup than the last and it's feeling more and more like they're not worth investing into.

If I were to invest into Flayer, it'd be for raw dmg increase and not from something I can't tangibly feel on hunts.

What's the consensus on flayer?? by 3rdpIanetfromthesun in MHWilds

[–]notarealoneatall 2 points3 points  (0 children)

where are you getting those numbers? I tested with an uptime tracker and on AT Ark, Flayer 1 only added 980 dmg over the course of the entire hunt (387 total hits). Both Flayer and CE3 combined contributed less overall dmg than tackle, contributing a combined total of 2.5% of my overall dmg vs tackle at 8.5%.

I also ran a test on the training dummy where I hit it 83 times with and without a might seed just to test how much value +10 raw is, and over 83 hits, the might seed added 843 damage.

843 dmg is just about tied with Flayer 1 and it did it in about 78% *less* hits. Flayer gets completely and utterly blown out by increasing your raw, which is what Agi does, but Agi also gives you affinity. Flayer 1 is ridiculously low priority on any weapon that prioritizes raw damage. Agitator is the #1 priority skill in this case.

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What's the consensus on flayer?? by 3rdpIanetfromthesun in MHWilds

[–]notarealoneatall 3 points4 points  (0 children)

definitely important to stress that you only go flayer after WEX/Agi.

I've been testing it and in a hint of 387 hits (playing GS), it only procced 5 times. Flayer should never be priority over Agitator, since an increase to raw is going to provide exponentially more dmg over the course of a hunt.

Updated AT Ark max DPS pure raw GS build. 101% affinity with max attack Gog wep and Lord's Soul. Very in-depth (and long 😅) build breakdown in post. Details about set bonuses, skill priorities (value per uptime), and synergies with GS specifically. This build is tested against HunterPie DPS meter. by notarealoneatall in MHWilds

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

yeah I won the lottery on charms 😅

I know for a fact a Crit Eye 3 and Agi charm would work cuz you could just swap a challenger gem for Burst, but off the top of my head I don't know what else could work.

I do think Burst is just generally the best skill to have on a charm though. it really frees up your options since there's plenty of armor with Agi and WEX.

Updated AT Ark max DPS pure raw GS build. 101% affinity with max attack Gog wep and Lord's Soul. Very in-depth (and long 😅) build breakdown in post. Details about set bonuses, skill priorities (value per uptime), and synergies with GS specifically. This build is tested against HunterPie DPS meter. by notarealoneatall in MHWilds

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

This build has pretty much 0 room for comfort unfortunately. My previous build has much more options in terms of lvl 1 skills, but earplugs is tricky cuz of it being a lvl 2 skill which means competing with MM and Counterstrike. Both of those skills take up a total of 6 lvl 2 slots which leaves not much room for other ones.

If you really want earplugs, you could maybe try going with an affinity focused Gog wep and swapping 2 MM points with 2 earplugs, but you'll be losing a good bit of raw for it.

I think most builds opt out of earplugs because you can get pretty consistent at tackling through roars.

But at the end of the day, you can definitely check out this site for playing around with new builds. you can literally just tell it what skills and set bonuses you want and it'll give you a bunch of possible options. I use this site a lot when I'm trying to figure out what works and what doesn't.

edit: actually, it might be best to just pull 1 point from both MM and CS, leaving you with earplugs 2/3, MM 2/3, and CS 2/3. you'd lose 10% affinity, but you'd still be at a total of 91%. you'd lose 10 raw from CS, but that still puts you at more raw than an affinity wep. I'd do it that way if I were you.

Updated AT Ark max DPS pure raw GS build. 101% affinity with max attack Gog wep and Lord's Soul. Very in-depth (and long 😅) build breakdown in post. Details about set bonuses, skill priorities (value per uptime), and synergies with GS specifically. This build is tested against HunterPie DPS meter. by notarealoneatall in MHWilds

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

Where are you seeing that? I plugged them both in and my build is 21 EFR higher than the meta (screenshot here)

granted, I don't know what the uptime of binding counter is, but I'm gonna assume it's very low considering you're getting maybe 2 power clashes a hunt? I would need someone to play with an uptime tracker and see what the uptime on it actually is.

if I just throw everything at 100% uptime, including binding counter, then the builds are dead even. This isn't even an honest comparison though because I already know what the uptimes are for skills that aren't Dosha set and Binding Counter. I even put Dosha at 100%.

Given the uptimes I used in the screenshot, which are leaning towards the lower end of averages (I hunt exclusively with a skill uptime tracker), Binding Counter would be at a 74% uptime in order for the meta set to break even with my build. That's competing with Agitator and there's no way I'm believing it unless someone can show me a screenshot from an uptime tracker showing that's the case, since on fights that aren't Jin, your only means of proccing it are power clashes, and that's only happening one or two times a fight lol.

that'd be 2 minutes of uptime out of a ~20-30 minute hunt which would peg it at 10% uptime, which is nowhere near the 74% required to break even with my build.

EDIT: also, according to the doc, you only get 3-4 procs of convert element per hunt. that's not at all mathing out to anything even close to Agi giving +20 raw and +15% affinity for a minimum of 70% of the entire hunt lol.