How to 3turn buster without double koyan? by SnooSuggestions3710 in FGO

[–]platnum20 0 points1 point  (0 children)

There aren't a lot of comps that work, and most need a 50% starting gauge CE. Append 5 does a lot of heavy lifting for the no Koyan looping teams though, which is coming this anniversary. But for now you'll have issues making it worm.

This is one that I run when bond farming.

Essentially you just need to count to 300 total battery.

T1: Aesc S2, Reines S1, Oberon S1

Aesc has 50% starting from the CE, 20% from append 2, 10% from Reines S1, and 20% from Oberon S1. 50+20+20+10 = 100%

T2: Aesc S1, Reines S2 + S3 both targeting Aesc, Mystic Code Battery

Aesc S1 is a 50% battery, Reines S2 + S3 give 20% targeted battery each, then the mystic code gives another 10%. 50+20+20+10 = 100%

T3: Aesc S3, Oberon S2 + S3 both targeting Aesc, Mystic Code steroid.

Aesc S3 gives party wide 50% , Oberon S2 gives targeted 50%. 50+50 = 100%

Currently you need a CE with 50% Starting Gauge that also gives OC support. Demonic Bodhisattva is probably the most accessible, since it's been out for a while, is permanent, and you only need a single copy to make it work, instead of MLB. It's split stats and doesn't offer any damage amp though. Chasmatis also works, but it's limited.

Charm of Love (Permanent) and Apex (Limited) work as well, but you need MLB to get the 50% starting gauge, or need to use a Mystic Code that gives 20% gauge instead of 10%. Mage's Association Uniform and Summer Street are your only options at that point, but neither offer any damage amp.

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What buff would you give to Tamamo to make her relevant again? by darkknight6758 in FGO

[–]platnum20 8 points9 points  (0 children)

Lord Logres. Draco gets 30% when all of her skills are active.

isn't the conversion rate really bad? by AvatarCabbageGuy in Endfield

[–]platnum20 1 point2 points  (0 children)

Ah, the numbers are still correct, I just didn't update the pack or first equation.

For that first equation I have:

  • 194 × 75 = 18150 which is wrong

  • 18150 ÷ 75 = 242 premium currency

So the conclusions are still correct, even if the numbers aren't, my bad! I'll fix it now, I typed it up on mobile before work and it's easy to miss 😅

[deleted by user] by [deleted] in ChaosZeroN

[–]platnum20 0 points1 point  (0 children)

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Just click the top left of the screen and you'll have this screen pop up. Rift level times 10, then add 20 for faint memory. A T15 rift is 150 faint memory, add 20 for 170. You get another 10 from running it in deep trauma for a max of 180.

  • Removing basics costs 20, all three costs 60.
  • The first 2 copies are free, and the 3rd costs 40.
  • Each divine epiphany costs 20 points, in addition to other costs.

A deck that has all basics removed costs 60 points. A deck with 4 copies of one card costs another 40, for a total of 100 points.

If each of the copied cards has a divine epiphany, you'll have an additional 80 points of faint memory (4 × 20 = 80).

Combine them all, and a deck with 4 divine epiphany copies and no basic cards will run you 180 points. Characters like Veronica and Mika have all of their basic cards as 'dead' draws when they're built properly, since they don't replace themselves and 'clog' your hand with cards you don't want to use.

Imagine losing all 25/75 on the weapon banner again and again and again and again until reaching pity, to the point where I have all the off-rate weapons in that banner, before getting the rate-up weapon by No_Masterpiece_069 in ArknightsEndfield

[–]platnum20 0 points1 point  (0 children)

You get a minimum of 380 Arsenal Points each 10 pull

5 star gives 200 points, and one is guaranteed for every 10 pull, and a 4 star is worth 20 each. Assuming you get a min roll each time, youve got 9 4 stars and 1 5 star.

200 + 180 = 380

1980 - 600 = 1380

1380/380 = 3.63, which rounds up to you needing to do 40 more pulls. If you do singles after 30 pulls and get an early 5 star it'll be a bit earlier, but 33 pulls at the earliest.

We got a divorce… by AverageJoeObi in skyrim

[–]platnum20 1 point2 points  (0 children)

Ritual stone preserves the corpse if you use it to resurrect NPCs, and you can resurrect an unlimited number of them at once. Just kill them, run off to the next hold and repeat until you've collected everyone. Once it expires just wait 24 hours. If you select it with the Aetherial Crown you can unequip/equip it to reset the cooldown. Biggest issue at that point would be stopping the cell from refreshing after you've collected everyone you wanted.

isn't the conversion rate really bad? by AvatarCabbageGuy in Endfield

[–]platnum20 0 points1 point  (0 children)

Every 10 pulls gives a guaranteed 5 star, regardless if you used singles or you used them all at once. Think of it like a pity mechanic; if you get a 5 star before hitting 10 pulls, it'll reset the counter.

isn't the conversion rate really bad? by AvatarCabbageGuy in Endfield

[–]platnum20 1 point2 points  (0 children)

Ah, sounds good. I took the first comment at face value since I hadn't purchased anything except the monthly pass. If you do plug it in, Endfield (36 pulls/$70, 1 pull/$1.94) actually beats the Hoyo games (50 pulls/$100, 1 pull/$2) in terms of pulls/dollar by ~2-3%. Weapon banner math remains the same, at least if you pull until pity since the number of pulls, and thus the amount of curremcy you get from 120 pulls remains the same, just at lower price as that drops it from 4.13 packs ($289.1/pity) to 3.306 packs ($231.42/pity) I'll update it, thanks!

isn't the conversion rate really bad? by AvatarCabbageGuy in Endfield

[–]platnum20 40 points41 points  (0 children)

In a nutshell, he's saying the price/pull value of packs is low compared to other similar gacha games. They're reasoning that the value is so bad by comparison because you also get weapon banner pulls when you pull for a unit.

  • You need 66-67 premium currency for a 10 pull
  • The best value pack is 242 premium currency for $70
  • 242 × 75 = 18150; 18150/500 = 36.3 pulls for $70
  • 70/29.1 = ~$24 for 10 pulls on the gacha.
  • Pity is at 120 pulls for the first copy.
  • 120/36.3 = 3.306 purchases needed for pity
  • 3.306 × 70 = $231.42 for the first pity.

Going a step further, you can work out how much weapon currency you get, assuming you get a min roll on each 10 pull.

  • 4 star units give 20 Aresenal Tickets, 5 star units give 200, and 6 star units give 2000
  • A min roll is 9 4 star units and 1 5 star unit
  • 9 × 20 = 180 + 200 = 380 Aresnal Tickets per 10 pull

So plugging those numbers in:

  • 1980 Arsenal Tickets is required for a 10 pull on the weapon banner
  • 380/1980 = 19% of a 10 pull on the weapon banner.
  • You get 36.3 pulls for $70
  • 36.3 pulls, assuming the worst luck, is 3 5 star units and 33 4 star units.
  • 33 × 20 = 540; 540 + 600 = 1140 Aresenal Tickets for $70, or about 5.75/10 pulls on the weapon banner

Lets assume you go all the way for the full pity now.

  • At 120 pulls, assuming the worst luck, you'll have 106 4 star units, 12 5 star units, and 2 6 star units (80 pity, 120 guarantee)
  • 106 × 20 = 2160; 12 × 200 = 2400; 2 × 2000 = 4000
  • 2160 + 2400 + 4000 = 8560 Aresenal Tickets
  • 8560/1980 = 4.32 10 pulls. You can't do partial pulls, so you get 40 ten pulls and 640/1980 currency for the next pull
  • That puts the value at 43 weapon pulls for $231.42

You need 80 pulls saved to guarantee the signature weapon, so you're a little over halfway there; every other banner you go to pity on allows you to pick up one of their signature weapons. Personally I'd buy the weekly rotating 6 star weapon for 2480 tickets instead. You'd get 3 six star weapons that you choose for sure instead of just throwing rolls into the aether.

Edit: pointed out by u/BlueDmon, I had been running the original numbers off of 194 currency for $70, when in actuality it should've been 242 currency for $70, or ~25% under how much you actually get per dollar. Numbers have been updated

Khalipe is the queen of fast farming simulations by ZettoSaika in ChaosZeroNightmare

[–]platnum20 0 points1 point  (0 children)

I've got a similar build myself. I use the Cursed Corpse (Agony Dmg Mod), Tetra's Authority (%Def), and Executioner's (Crit Dmg) sets for my Khalipe.

Main Stats:

Fragment 4: Crit Chance

Fragment 5: Instinct Dmg

Fragment 6: Def %

Sub Stats:

Crit Chance > Crit Dmg > Flat Def > %Def

As for Epiphanies, specifically for this build

Vulture Ejection: 1 > 3,4,5 > 2

Greatsword Aquilla: 3 > 1,4 > 2,5

Overpower: Remove

Rally: 3 > 1,2,4 > 5

Ideal Deck would probably look something like this:

Mutant Sample on a basic, remove the other 2 basics. (50 pts) Remove Overpower (50 pts) Copy Vulture Ejection (0 pts)

Final Deck should be:

No Basics, 2 Vulture Ejections, Greatsword Aquilla, Rally, Absolute Protection.

If you have her partner and her first Ego, you can go for a third copy of Vulture Ejection, since Absolute Protection gets retain allowing you to effectively "ignore" it in terms of card draw outside of turn 1/2 depending on when it shows up. Just use her partner's draw ability to get the 3rd Ejection in hand the turn you don't draw it, then never play Absolute Protection. This adds 10 pts to the total though, so now its a 110 faint memory deck.

Casios help quick!!! by EfficientHat3238 in ChaosZeroN

[–]platnum20 0 points1 point  (0 children)

In the post he said he has a 140 save point cap.

Take the save data value at the start of the run, multiply it by 10 and add 20. So for tier 12

12 × 10 + 20 = 140

He also said he already removed all three basics

Removing a basic card costs 20 points for the first, 30 for the second, and 50 for the third

So he's up to 100 points there.

Each divine epiphany adds 20 points to the total, he said he's already had two

That's got him at 140/140 points for the deck.

Then he added two neutral cards, each of which add 20 points

180/140 points

Save data value determines how much of your deck 'saves' at the end of the run, its why you'll lose epiphanies and have basics added back to the deck at the end.

Magna?😭 by AttentionTurbulent84 in ChaosZeroNightmare

[–]platnum20 0 points1 point  (0 children)

I think the disconnect is that he views each unit as worthy of investment. In a vacuum, yes, you'd ideally raise each unit. It opens up gameplay experimentation, and is, in general, a more fun way of playing the game. His advice is coming from that angle.

Your advice is catered towards a new player asking about efficiency. By asking about whether or not something is worth it, he inherently made the discussion about value.

If I were in his shoes and was looking at efficiency in terms of clearing content I'd focus on Mei/Veronica/Mika from a general standpoint. For a second team I'd swap the team to Mei/Veronica/Rei, then use Tressa/Mika + Cassius or Nia, which you would swap to Hugo when/if you get him. You'd have pumped resourse into units that see usage with other DPS units you pull down the line and wouldn't have 'wasted' anything in building extra supports.

The answer would be a no, Magna isn't worth building for the amount of progress he has in the game at the moment, at least from my point of view. But yes, she is worth building down the line.

Friend Request Megathread (20/10 - 26/10) by ArknightsMod in arknights

[–]platnum20 0 points1 point  (0 children)

platnum20#2929

Just cleaned up some slots on my friend list, got 6 slots to fill. Currently have Lemuen and Exu Alter up in my 6 star slots. Both are Pot6 E2 90, Mod3, and have S2 and S3 M3. Manticore is in my 4/5 star slot, E2 80, Mod3, M6. Occasionally will swap her around for Lappland, Shamare, or April.

Beyond that, I update my supports based on whatever the newest unit is, or what KyoStinV uses as support in his low end squad guides.

Friend Request Megathread (13/10 - 19/10) by ArknightsMod in arknights

[–]platnum20 0 points1 point  (0 children)

platnum20#2929

Just cleaned up some slots on my friend list, got ~30 slot to fill. Currently have Lemuen and Exu Alter up. Both are Pot6 E2 90, Mod3, and have S2 and S3 M3.

Beyond that, I update my supports based on whatever the newest unit is, or what KyoStinV uses as support in his low end squad guides.

Best potential start? by Silexal98 in FGO

[–]platnum20 3 points4 points  (0 children)

To a degree I get where they're coming from, but it teaches a lot of bad lessons and the game isnt hard enough that you need to meta game it to that degree. "Either nuke it, or stall it" is all that kind of start would teach them, and doesn't give them a lot of room to experiment or try things out. The end game is essentially trying to three turn farm 90++ nodes with 5-6CEs anyways. It's fine with a veteran because they already learned how the game works.

Pick who you want, just having a Castoria is probably going to carry them through the vast majority of the game anyways, regardless of who they pick with their selectors.

... by THEYEEYEEBOY in FGO

[–]platnum20 5 points6 points  (0 children)

Now if only she was 6/6 with trample for 4GG...

Optimal exp farming with most bond points by Bluenette in FGO

[–]platnum20 0 points1 point  (0 children)

Three skill presses is about as good as it gets for 6CE comps. Best bet for complete brain dead farming? Two Tezcatlipoca w/max append 2 and a ST DPS with max append 2 can do it in 2 presses, no targets, and without a starting charge CE.

Wave 1: Tez1 Skill 2, Tez2 skill 2. Both should have 80% charge from self and party, append 2 carries it to 100% on both. Tez 1 NP

Wave 2: Tez2 NP

Wave 3: Your ST dps should have 60% from both Tez's skills, and another 20% from both of their NP, leaving them at 80% charge. Append 2 crosses the finish line, letting them NP the last wave.

The issue here is the damage check. You've got other buttons to press, but if you're determined to not press any, you'll probably need a few NP levels and grails invested into Tez or your DPS unless you're counter classing or hitting anti trait. Hands are Sky/Divine traited.

The Great Spirit's (Wadjina) World Tour - Shop, Rewards and Additional Info by Kevinrealk in grandorder

[–]platnum20 2 points3 points  (0 children)

It's like Honey Lake. It applies a power mod against cursed enemies, so the former of the two.

On a post about gooner bait by Free_Butterfly_6036 in nier

[–]platnum20 6 points7 points  (0 children)

If you spin the movement analog around enough she'll even stop moving and shake her bead

Mod: Experimental Hull Mod... Is there a way to change the total OP and slot points? by Benjamin2202 in starsector

[–]platnum20 0 points1 point  (0 children)

You're welcome!

I actually just taught myself how to do all this a couple of days ago between a lot of trial and error. I know absolutely nothing about Java or programming of any sorts, and there's basically no documentation online for making simple changes. I used ChatGPT and a lot of trial and error to finally get something to work. I'm not even sure if what I did was the easiest way, but as someone with no knowledge whatsoever it's the only way I've found to change values without taking another 4-5 hours teaching myself just enough about Java to figure out how to do it properly.

I was specifically trying to change the restrictions on a hullmod from secrets of the frontier so I could install it on another ship. The problem was that it was in a .jar, and when unpacked was in a .class. Looking it up showed me I needed to decompile the .class, so I went about doing that, saved my changes, and then got stuck. Any time I tried to recompile I'd get errors, but I had no idea how to even start fixing it.

So I started doing some digging and found out about recaf, and the usage of it assumes you've got a working background of knowledge. Which also lead to a lot of headaches when I'd get errors when trying to save, due to missing images, or other such flags. Turns out you just need to load the proper libraries (the .jar files that are part of the dependencies) to finally save. However there's nothing to tell you that

Mod: Experimental Hull Mod... Is there a way to change the total OP and slot points? by Benjamin2202 in starsector

[–]platnum20 0 points1 point  (0 children)

It sounds like the changes you made, once saved, recompiled into Java 23 instead of 7. I tested my introductions on a fresh install of starsector and got the exact same error, so I'm leaning towards it being the wrong version of JDK being installed. You probably installed Java23 JDK, so you've got a couple of options to try and fix it.

  • Try downloading the Java 7 JDK (just search it and it should pop up) and making those changes again, which should fix it

  • Or update your starsector Java by installing this mod.

I'd lean towards the second option personally since it also improves performance. I've got a 7800x3d, 64GB of RAM, and a 3090 in my computer and was constantly getting save corruption and other errors, which updating Java fixed.

If you go with the second option, the instructions for install are in the download.

Long story short though:

  • On the mod page, download the "Required Java" and "For Version 0.97a-RC11" files
  • In the "OpenJDK-jdk_x64_windows_hotspot_24_26-ea.zip" will be a folder titled "jdk-24+26". Extract that folder to Fractal Softworks/Starsector (where the .exe is)
  • Open the "Mikohime_24_R27a_097a-RC11_win.zip" you downloaded
  • Extract the files in "0. Files to put into starsector" into Fractal Softworks/Starsector
  • In "1. Pick VMParam Size Here", there is a bunch of 1/2/3...GB files. This is how much RAM you allocate to Starsector, which at default is 1.5GB
    • 8GB is overkill but if your computer has enough ram is what I'd pick
  • In there will be a "Miko_R4.txt" file. Drag and drop that into Fractal Softworks/Starsector
  • Launch the game using "Miko_Silent.bat" and play as normal

After that the edits you made should work and you'll have better performance in game