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Hesione.9412

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Everything posted by Hesione.9412

  1. > @"Veprovina.4876" said: > I think there's some in Fractals. > > EDIT: > There is: > https://wiki.guildwars2.com/wiki/Mystic_Clover > > Costs fractal relics, mystic coins, ecto and spirit shards. > So you can buy mystic coins and ecto on TP with gold, then buy clovers that way. > > You still need to get fractal relics and spirit shards the default way. > > There's also a MF recipe.... Check the page, it's all there. Yep, for the mystic forge recipe, the ectos and mystic coins can be purchased for gold of the TP. However, you will need spirit shards for to purchase the third item (philosopher stones if you do the one-at-at-time forging process I use). Using this method, assuming you have a reasonably large amount of spirit shards, the bottle-neck can be obsidian shards. If you do the Wintersday events then the karma needed to purchase spirit shards should tick up quickly.
  2. > @"maddoctor.2738" said: > For anyone that doesn't know, in core tyria, season 2, heart of thorns and season 3 maps you can safely engage a mob with a 600 range skill because mobs engage at about **500** units. In starter zones you can safely engage an enemy with a 450 range skill as well, because starter zone mobs have an even shorter active radius of only about **400** units. I'm not sure at which exact level the radius increases from 400 to 500 units, but that's what happens. > > In Path of Fire, season 4 and Icebrood Saga maps you CANNOT safely engage a mob even at 900 range, because mob radius is 1000 units. You can still safely engage mobs at 1200 range and above, but use anything under 1000 and the mob will attack first. This also means _other_ mobs will engage as well at that distance because this engagement distance also comes into account when a mob calls for help and activates allies. A mob in Heart of Thorns will alert nearby allies at 500 range, while a mob in Path of Fire will alert allies at 1000 range. This creates the effect of being swarmed by mobs, occasionally mobs coming out of nowhere, while you aren't even close to them, because one of their allies was close to them and alerted them to your presence. > > Of course posts like "this is too hard please make it easier" don't really work, they are too general and offer very little value for a discussion, only heated debates between the "it's too hard, please make it easier" and the "it is too easy, please make it harder" crowds with some variations between the two. But a question that can be made is, should mobs in Path of Fire+ have their engagement distance reduced? I'm coming back to this reply because it DOES contain facts. And it hits the nail on the head for the OP's point, which is about mob engagement. I have no idea why this comment appears to have been ignored so quickly, even though it has multiple upvotes for helpfulness and thumbs up. Unless an Anet dev posts here, any speculations about what Anet "intends" is merely that: speculation. Re the snipers comment a few comments above. I don't think that is a good example of how mobs in later maps have long aggro distance. Snipers, by their nature, are designed for long distance attacks. It is not sufficient to cherry-pick mobs to support one's argument. One must consider all mobs in the LS maps that are post-PoF. Finally, a couple of us, pages earlier, pointed out that the aggro also occurs vertically - you can aggro mobs above and below. You can pop down and deal with the mob/s who are below you. But you can't pop up and deal to the mob/s above you, because you can't reach them - you're in combat, you can't mount, and there aren't any updrafts or bouncy mushrooms to assist. You also can't go to a WP because you're in combat. If you're lucky, you can run to an edge and glide off. But if you're surrounded by terrain that is higher than you, you're stuck there. It's like, and yes I have experienced this, when an enemy NPC shunts you through a polygon. They now cannot hit you, you can't hit them, but they continue to be aggo'd on you. There are times when I wish /gg was an option in open-world PvE.
  3. When I buy them, I'm normally spending 20 or 30 gold a time - so 20 or 30 shipments. Even still, that is a small sample and I can experience large deviations from the expected numbers shown in the drop rate table. Now, probability (in this case, RNG or "luck") has no memory. BUT: small samples may tend towards extremes - either extremely lucky or extremely unlucky. This is because there is no off-set that you get from opening larger numbers of shipments. Larger samples tend towards "regression to the mean" so your materials approximate those in the drop rate table. If you opened around 200 shipments (200 gold) you would see a drop rate that reasonably approximates the drop rate table. That's also a heck of a lot of volatile magic to consume, as well.
  4. The drop rate research for the trophy shipments is here: https://wiki.guildwars2.com/wiki/Trophy_Shipment/Drop_rate I've been having an off-wiki discussion about this information because I think it is difficult to grasp. Part of the difficulty in interpreting the drop rates is that it is apparently possible to get more than one material in one trophy shipment. The drop rates shown on that page are based on large numbers of shipments, over 5,100 shipments as at the time I post this. That is a large enough number to see the expectation of materials on opening the shipments. With opening 9 shipments (first time = opened 5, second time you opened 4), that is too small a sample from which to draw any conclusions about the value of the shipments.
  5. > @"Danikat.8537" said: > > @"Veprovina.4876" said: > > > @"Danikat.8537" said: > > > > @"Veprovina.4876" said: > > > > What do you need to get them? Besides play Wintersday? > > > > > > They're not actually part of Wintersday, they're the new black lion weapon set. So you either need to open black lion chests and hope you get weapon tickets/scraps, or you can buy them from the Trading Post. > > > > Ah i see. I couldn't find the wiki for them, just some video showcasing the skins. > > They look really nice. :smile: > > The Wiki is updated entirely by players, so there's always a bit of a delay adding new things, especially when lots of stuff comes out at once. I'm sure they'll get pages soon. I also do not believe that the devs give any/all wiki editors the skins for free. Either the images are provided by Anet, or the editors have to go through the usual route to receive them.
  6. I just bought the volatile magic harvesting tools with karma, in Dragonfall, just over an hour ago. The sickle is not giving volatile magic, although I am getting the magic with the logging and mining tools. I harvested pepper as well as mistborn motes, and got nothing from the pepper.
  7. Thanks for the replies. I've already talked to the editors of the wiki and the photo was uploaded from the German wiki site (I believe) so no-one seems to know the colours. :( Historically, the dyes used on the previews on the wiki pages are not noted.
  8. It's even more complicated: 1. for a certain probability a 5th item will be included 2. sometimes, with no 5th item, you get another 2 statuettes, which are basically currency. This gives you three times the currency you would expect. You have your own value for this currency. 3. guaranteed unlocks are affected by what is already unlocked in your account. Sometimes the unlock is for a skin that cannot be valued, for example a dungeon skin. The drop rate calculations then appear to be incredibly complicated. Added into the mix are account-influenced drops. I don't know just how accurately the drop rates, and therefore average blc value, could be estimated.
  9. > @"Khisanth.2948" said: > > @"Danikat.8537" said: > > I think running the level 10 story once a week and doing map completion are the best ways to get free keys. But I'm not sure how that compares in terms of the time required per key vs. farming gold and buying them. > > For JUST the lv10 key it would be hard to beat with gold farming. A key cost between 31g-46g depending on how many you are buying at a time. The run takes around 30m so the gold farming g/h would have to be 62g/h-92g/h. I don't think you can get that anywhere right now. Yeah, I did back of the envelope maths. While I didn't come up with exact costs, I came up with a quick figure of how much gold-per-hour I would need to farm instead. And came to the same conclusion - time taken to key farm is much more efficient than time taken to get in-game gold.
  10. Two things that are interfering with my completionist goal and gaining story mastery: 1. map lag. Bjora and Thunderhead peaks are the worst. I gritted my teeth when playing on those maps. I'm not the only one getting bad lag, and it seems to occur outside of peak hours. For example, I am on NA and when I play later evening NZ hours, which is coming into SEA hours, I still get loads of lag. 2. achievements hidden behind expensive/rng/time consuming weapon collections. Just no. The later LS episodes have done this. For DWC you have to complete one of the two weapon collections to get episode mastery because all the other achievements added together are 1 less than the number required. I haven't even finished the Istan ones. For other players, luckily not me, achievements are stuck behind bugged content. As a for example of an achievement continuing to be a problem, look at the number of threads/posts saying that the Pepperseed event in Thunderhead won't start. Yes, you can do other Thunderhead achievements to get story mastery, but Pepperseed is one of the more straightforward, that doesn't rely on luck and ping, and should be easily knocked out. Finally, there is content where you can't do all the achievements in the story because they are mutually exclusive. For example, moving through an area being undetected, versus attacking/killing X number of enemy NPCs. This forces replay in order to get the achievements. There is a difference in having to replay content because you made a mistake, and having to replay content because the story was constructed that way.
  11. The knockdown skill of https://wiki.guildwars2.com/wiki/Destroyer_of_the_Ironhammer_Line is frustrating. My ping fluctuates between 250 and 280. I can generally jump all the waves during tequatl - which I do daily - and I have not managed to jump over a single one of those waves from this boss. The best I can do is move out of range. The mechanic is incredibly frustrating, although it doesn't stop us getting gold (guild group). But the rewards are of low value and I don't find it fun. I purposely bring a distance character to these missions. I at least one melee player who has said they found the fights incredibly frustrating as melee. Are these designed for having any melee person in the group? You can breakbar from a distance, so you don't need melee for that. The NPCs to support us die so easily that I don't see the point of having them in the first place.
  12. > @"Aeolus.3615" said: > > @"Hesione.9412" said: > > Or you get a bunch of comms who just want "fights" and watch your skirmish score sink below 60. :( > > If fights are arround similiar numer of players give or take, sounds like a decent server! Welcome to staying in T4.
  13. Unbound magic as currency lets you buy these: https://wiki.guildwars2.com/wiki/Magic-Warped_Bundle These bundles have a drop rate for mystic clovers. The trophy shipments for volatile magic do not have mystic clovers as a drop.
  14. Or you get a bunch of comms who just want "fights" and watch your skirmish score sink below 60. :(
  15. That is a very good question and I am asking around. I have checked the wiki page and it does not contain any information on this. The discussion page on the relevant wiki page is also silent on this matter.
  16. > @"Inculpatus cedo.9234" said: > Through the kindness of the CS Team. Preventing the problem in the first place removes the need to contact the CS team. Preventing the stat change recipe working with any precursors is a permanent fix. Which is what I suggested in my second comment in this thread. The recipe for turning a precursor into the final legendary is completely different to the recipe for changing stats. One possible method would be to prevent a stat change ingredient being used in combination with a precursor in the mystic forge. Preventing the stat change on a precursor bears no relationship with tossing exotics into the mystic forge and hoping for a precursor as a result. That is an _output_ of the mystic forge process. Restatting a precursor uses the precursor as an _input_.
  17. > @"Linken.6345" said: > So the warning that the item will be destroyed and a new created is not enough? It's different for precursors though. Yes, a new item is created, but it is not a new item _that is also a precursor but with different stats_. When you stick an ascended in the mystic forge, you're not going to get an exotic (downgrade) back. A scepter being restatted still gives you an ascended scepter. So no, the warning that the item will be destroyed and a new one created is not specific enough. If I restat something, obviously I know that I will get a different one back. What I did not realise is that the new one wasn't going to be a precursor. Why not just remove the ability to restat precursors? Or do a different recipe that retains the precursor nature of the item?
  18. Currently I am running the Wintersday festival reward track. I tend to run the festival ones when available, and use celebration boosters etc at this time so I complete the reward tracks faster.
  19. > @"Veprovina.4876" said: > Try this: > > https://wiki.guildwars2.com/wiki/Spearmarshal%27s_armor That looks great, ty!
  20. Another no from me. _I already have to convert the server time into my local time when I am away from the PC, so I know when to login for events_. I want my in-game clock to show my local time. If we want to promote cultural understanding, why not have everyone's in-game forced to be my local time? Why is one time zone better than any other time zone for promoting cultural understanding? In the guilds I have joined, we are all doing things together. While I mainly play with people in the USA, there are also people in my country, the country next door to me, Canadians, etc. We have many an interesting conversation about where our countries differ (e.g. Xmas in the southern hemisphere vs Xmas in the northern hemisphere). For players who are not in my guilds, this interaction would have to be done in map chat/party chat/whispers. I have already had more than enough of the USA election "discussions" in map chat, and feel I really don't need any more of that cultural understanding. Re convenience, I've had this done two ways. First, refer to reset. So "reset teq" or "reset leyline anomaly" etc. The other method is to put information into the guild's Discord and/or MoTD.
  21. Staff chrono is a good option. For utilities you would probably want to run clones/phantasms. Then it's using F2 or F1 to shatter. Staff chrono is distance attack, so that does leave room for error, as do the clones/phantasms. For the clones/phantasms, you should be able to click on the skill with your mouse, rather than having to play staccato on your 6 through 0 keys. I've had my trapezium removed in my left hand and play with a brace (basically to stop the rest of the bones moving around and also to stop my thumb moving all the way back). I also use a footpad to jump and autorun.
  22. Take me, for example. I suck badly, I mean badly, at the Xmas JP. This year, I was determined to start working on the AP for that. Also to note here: because of arthritis and surgery on my left hand, I use a footboard to jump, and I'm always wearing a brace on that hand - left hand, I'm right-handed for games. It took me a while, and swears, but I finally got the hang of quaggan mode. The most frustrating bit was managing the JP to the presents, and then repeatedly failing at the presents. And then going back to the start. After doing quaggan about 14 times, one of my guildies suggested I do the hardest version. With 250 ping, the disappearing platforms cause me a lot of problems. So I started on mid and have knocked that one out twice. It has taken me from the start of the game to do this - most years I ignored the thing because I never thought I would finish it. Now I can do it to mid-difficulty, it is something I will repeat even after getting the AP. BUT: if I hadn't managed to get to the presents in my first five goes, I would likely have quit trying again. So there are some of us longer-term players who haven't managed all the content yet.
  23. > @"Luthan.5236" said: > Main concern is that the Toypocalypse is pretty long and boring. And if you want all the AP you have to do it a lot of times. (But the halloween has similar boring and lengthy achievements you can repeat 5 times for AP.) Infiniarium is boring as well ... and I also did not really like the strike mission - even though the first public group I joined managed to complete it. (Seems more people know the mechanics now.) Another example where what is long and boring to one player is fun for another player. There is no one activity that every player is going to love. Having content that means there is something for most players is, I think, the best target that a game company can shoot for. I agree with various posters here that the snow diamond cost for items is expensive. I was disappointed to find that the weekly trader does not offer clovers this year. I recall that the weekly trader did so last year.
  24. > @"Rauderi.8706" said: > > @"Gorani.7205" said: > > I wanted to link to a thread that I vaguely remember was sticky'ed in the WvW forum concerning how to get a GoB, but I could not find it any more. > > > > Perhaps it is important to give some "player etiquette" for PvE players that "loath" getting the GoB as well, so they will have a better experience, both for them and for dedicated WvW players. > > Is there anything in that thread that mentioned advice for WvW players and commanders to make the experience better for their reluctant allies? Don't complain about the person throwing siege that isn't guild or superior. 1. Most players don't have enough access to a guild bank that enables them to take the better siege. 2. If they're on a mainly empty map, yes basic arrowcarts can be annoying. But if they can get into towers with basic rams, or get walls down with basic trebs, all power to them. If comms aren't filling defence positions (which is where the complaints tend to be directed) with better defensive siege, then they should be happy that someone, anyone, has put something down in order to defend. For any new players reading this, please don't use the tactics (levers). We've had enough of players trolling by pulling invuln fortifications or the emergency waypoint (EWP). Unless the tower or keep is under active attack, don't use these. Important note on tactics: _Any_ interaction with a tactic will activate it. Any. Don't interact. If you are curious about whether the tactic is available, you click on the blue circle of the objective, and it will show any cooldowns that are active. For example, the EWP has a 20 minute cooldown: https://wiki.guildwars2.com/wiki/Schematic:_Emergency_Waypoint Another important note on tactics: sometimes t1 or higher objectives are missing tactics. Feel free to call this out on map chat. That way someone, who can add tactics, knows that it might be useful to put something on. I wouldn't be too worried if the objective isn't t1 (has no shield on the circle). But I would be concerned if it was t2 (two shields) or t2 (three shields, maximum tier).
  25. Unbound sickle working: 1. Mt Maelstrom - leeks, near Criterion WP, artichoke farm south of Oxbow Isle WP. 2. Malchor's Leap - ghost pepper near elder wood farming node, black crocus and omnomberries on hill with energy probe south of Shelter Docks, ghost pepper SE of Waste Hollows WP (in the nook with the Risen Knight) 3. Southsun Cove - three passiflora nodes around east side of Dappled Shores. These were my testing locations (near the PSNA ;) ) and not an exhaustive list. Edit: specifically testing flax farm in VB - all eight nodes gave UM.
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