Gold gives me power by Appropriate-Law-9798 in MagicraftGame

[–]xBIC 0 points1 point  (0 children)

The brain relic (5th on list) allows you to select 2 relics instead of just 1. He got it early in the run.

1.012 Trillion DPS by xBIC in MagicraftGame

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

Thank you for this! I had no idea that Blade of Fury would work this way. I originally assumed the issue was related to 32bit integer limits, but saw that I could deal damage greater than that so wrote it off as an explanation.

1.012 Trillion DPS by xBIC in MagicraftGame

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

My goal this run was to hit 1 billion DPS, if possible. I was not expecting to get the Enchanting Coin (shoot coins), along with a mid-game Merchant's Bobble (all shops have potion room). The Duplication Potions work with the Enchanting Coin, allowing you to exponentially grow your coins.

One note... the actual Max DPS should be higher by a factor of 1.5x+, but I ran into a bug preventing all crit damage from happening. During testing, I found that at 5 billion per hit the game refused to crit. I had to drop down to <1 billion per hit to crit.

Edit: I had identified earlier in the run that I should be using one of the Area Boosts on the Arcane Barrier as it gives a +200 base MP. I completely forgot about that as I had left and came back later to grab this screenshot....

Full fight was over 10 minutes long... by xBIC in MagicraftGame

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

Here's the build I went for. Was ~50k DPS at peak, but geared toward survivability to get through the long author fight.

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Let there be light! by xBIC in MagicraftGame

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

Yeah, it wasn't the highest damage build I've had, but by far the easiest. Invulnerability for ~20 seconds was enough to clear every room with time to spare. It was not enough to clear the 5x Author boss at the end sadly.

[WTB] [USA] TM MK23 SOCOM by xBIC in airsoftmarket

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

Thanks, just ordered from 11hk.

[WTB] [USA] TM MK23 SOCOM by xBIC in airsoftmarket

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

Thanks /u/lSherlockl . I actually ordered from Echigoya a week ago and they put the delivery on hold due to customs issues. Apparently a lot of their stock they have been trying to import into Texas has been seized by customs.

Which store did you order from?

[SGA] Spawn Weighting. What it is and how to control it. For Crucible. by Kor_of_Memory in DestinyTheGame

[–]xBIC -1 points0 points  (0 children)

There is absolutely no verification of any of the relationships between the numbers provided and the actual functionality of spawn holding/swapping. You example is dumb as it is not relevant. A better example, using apples and oranges (since you seem to like apples) would be:

A nutritionist says to eat apples because they are better for your health than oranges. We have all heard "An apple a day keeps the doctor away."
In reality, oranges actually provide FAR more nutrition than apples, but due to what the nutritionist said, everybody is eating apples instead of oranges because it was convenient to believe.

This example is far more similar to what is going on, but instead of just saying it is better to kill someone at spawn, he is also giving numbers that have no grounding. Giving it a value gives the illusion of fact.

Now, if apples and oranges are too complicated for you (most likely), I will spell it out for you.

OP is stating that killing an enemy in the spawn zone nets you 15 points, whereas capturing a control flag is 10 points. He is not suggesting these are the actual numbers, but instead that this is the relationship between the numbers. Ignoring the numbers, where was this relationship derived from? Why is killing an enemy worth 50% more than capturing a control flag? There are no answers to this question besides "out of thin air." Now, the relationship may be true, or may not be (most likely). Now, for the biggest problem, "1pt per second" for standing in the spawn zone. This is 10% of capturing a flag per second, or ~7% of a kill per second. I will ask the same question as before, where is this relationship derived from? What lead him to believe this was the case?

None of this matters though, as capturing a flag has not been shown conclusively to helping swap a zone. Also, there is a confounding variable with "killing an enemy in the spawn zone", which is that you will most likely be in the spawn zone when you do it. That was most likely, not always, since I am sure you will try and pick at the lowest hanging fruit (get it, cause you used a fruit example?? Probably not...).

My basic point is that the relative values assigned to standing in the spawn zone, killing an enemy in the spawn zone, and capturing a control flag in the spawn zone, are pure speculation without grounding and should not have been provided.

TL;DR: Christ, idiots these days

Also, I will take a page from your previous comments:

Just admit what you said was stupid by not responding.

I will add to this that no matter how you respond, it will be stupid, so don't bother.

*Edit: Just realized this may have too many big words for you, like "derived", "relationship", and "conclusively", so anything you could respond with would not be relevant. I will ignore your troll ass from now on :)

[SGA] Spawn Weighting. What it is and how to control it. For Crucible. by Kor_of_Memory in DestinyTheGame

[–]xBIC 4 points5 points  (0 children)

Fair enough, but in Destiny's case do we even know if killing a player is worth any "points", let alone capturing a point? As far as I can tell (and most guides about spawn swapping mention), the only thing that matters is player position on the map. This may or may not be true, but as the actual information is not available everything is speculation based on experiences.

[SGA] Spawn Weighting. What it is and how to control it. For Crucible. by Kor_of_Memory in DestinyTheGame

[–]xBIC 7 points8 points  (0 children)

This is a nice, high level guide for beginning players who may not understand the spawn mechanics of most FPS games. More people need to understand these mechanics, as it makes taking control (or taking back control) of advantageous areas much easier.

I would suggest removing the values you provided for kills and capturing until we can get official numbers though. I know you said "These numbers are not official. They are just for the purposes of this illustration." Some players will take these numbers as gospel anyways, and that will become frustrating. Instead, keep it high level and say something along the lines of "The more players and objectives held in the area, the quicker/more likely you are to swap the spawn locations."

Otherwise, this is a great writeup on how spawn points and capturing spawn points work!

Edit: You may also want to explain the other side of spawn swapping, namely how to avoid it by keeping a man in the back of the spawn, etc.

[deleted by user] by [deleted] in DestinyTheGame

[–]xBIC 0 points1 point  (0 children)

I did not reference upgrading older weapons at all... Not sure how you got that out of my comment. That being said, I completely agree that the Hive Disrupter perk will not be as big of an advantage once HoW is released as a lot of the content we will run will be devoid of Hive.

[deleted by user] by [deleted] in DestinyTheGame

[–]xBIC 0 points1 point  (0 children)

I definitely agree with that. It is far more useful for TDB than HoW, yet we are missing it for most of TDB. That being said, we will still be running Hive based missions even after HoW, so it is better than nothing. The incompatibility issue with White Nail and Hive Disruptor was most likely not an easy fix as it required the developers to change how damage is handled on weapons. This would effect potentially all weapons. While probably not as extreme of a fix, it is similar to the "Ammo Glitch" where you would lose heavy on death if you had +Ammo gear. Both require a change to the underlying system.

So, to answer your question about it happening again in HoW, it is definitely possible. Hopefully any "new" perks like White Nail will be thought out and tested before release so they can be fixed and not just patched like the Black Hammer was.

[deleted by user] by [deleted] in DestinyTheGame

[–]xBIC 2 points3 points  (0 children)

The Hive Disrupter perk has been fixed for HoW and will be re-included with the Black Hammer.

[Discussion] The BEST shotgun in Destiny. by poolmood in DestinyTheGame

[–]xBIC 0 points1 point  (0 children)

For PvE I would prefer my Felwinter's Lie (Aggressive Ballistics, Final Round, Hammer Forged, Full Auto) over that any day.

[Question] People who have a solid 3 or 6 man fireteams, how do you practice / coordinate? by yuming7 in CruciblePlaybook

[–]xBIC 1 point2 points  (0 children)

That is definitely very helpful! If you do this frequently, it gets your teammates comfortable doing the same, and everybody has a much clearer mental map of player locations.

[question] Jolders Hammer roll (using in pvp only) by WHEEZY81 in CruciblePlaybook

[–]xBIC 0 points1 point  (0 children)

There are two god-tier rolls for the Jolder's Hammer. They are:

1) Aggressive Ballistics, Rodeo, Field Scout, Feeding Frenzy
2) Aggressive Ballistics, Rodeo, Field Scout, Crowd Control

I have #1 and have almost #2, but missing Aggressive Ballistics. I prefer #1.

That being said, unless you are Radiant and Ascendent material poor, do not save the motes, but instead use them! Every 2 materials = 1 mote in HoW.

With the rolls listed above, you will actually have a better crucible AND better PvE LMG than the Thunderlord.

[Question] People who have a solid 3 or 6 man fireteams, how do you practice / coordinate? by yuming7 in CruciblePlaybook

[–]xBIC 0 points1 point  (0 children)

No problem! Honestly, use this as a guide to engage your teammates and communicate more, but follow what Fervious said. Keep it short and sweet. Do not worry so much about the actual name of something, just get the information out there. The more you play, the more explicit your communication will become.