Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Malgrin
Mar 16, 2010
I started an alt (well, short story, several, but finally landed on a new-ish arena shard). I'm attempting to test Unmasked Kylo + FO as an early arena team, and could use your help because low level missions suck. Ally code is 189-969-347

Adbot
ADBOT LOVES YOU

Malgrin
Mar 16, 2010
FYI

Malgrin posted:

If you're level 50 or below, read this
There’s a starting exploit in the game now, for about the past year, and a lot of people have caught on. If you’ve just gotten started, or want to start an alt, you should do this, but it’s annoying and takes a month to really even start playing. That said, you’ll reap the benefits for the rest of the game. Also, I’d recommend changing the time zone on your phone so that you have an arena payout that’s useful for you. You get 6PM current, local time wherever you are. This means that if you do it in the winter, you’ll have 6PM in the winter, 7PM in the summer, and if you do it in the summer, it’ll be 6PM in the summer, 5PM in the winter. Yay DST. Figure out a time that works well for you, and pick a timezone based on that. Want arena payouts at lunchtime? Pick 6 hours to the east of you. Want midnight? Pick 6 hours west. Also, if you’re in a heavy populated time zone (EST, CST, PST, London, etc.), I’d highly recommend you shift to a better time zone (Mountain time, the ocean, Alaska, etc.). You’ll have less competition at payout.
Ok, exploit guide.
Step 1: Start 2-4 new heroes.
Step 2: For the first one, level normally up to 24. Join a lowbie guild, participate in raids if possible.
Step 3: Don’t spend energy from this point on, or do anything to gain xp, with one exception: train one hero each day (for the 25 sim tickets — you’ll need these later).. Login 2x per day to claim 90 regular and 45 cantina energy. Do your challenges. Collect free bronziums. From collecting daily energy, you max out at 1999 regular, and 999 cantina energy. This takes 23 days. It’s equivalent to about a 2k crystal bonus. You’ll save up about 600 sim tickets from doing the training quest — as long as this is the only xp generating thing you do, you’ll get really close to level 28 around that same time, make sure you don’t accidentally pop over. Also, those three (25, 26, 27) will take off a few days from the grind because you gain energy from leveling.
Step 4: In the meantime, level your other guys to 27, just login once a day, hit some easy, fast quests, then log off — you’ve got 22 days to do this. This should only take you 2-3 minutes per account per day, and you’ll hit 27 really fast because quests give a lot of xp.
Step 5: Ok, so, you’re now level 27, sitting on 600 sim tickets, 1999 energy, and 999 cantina. You also have other accounts at level 27, the more the better. Jump one — NOT YOUR GOOD ONE — up to level 28. Check your arena ranking. If it’s less than 2k, you’re probably not going to get a better opportunity than right now to jump in. If you’re 3k-5k, consider how patient you want to be. If you can wait another 3-4 days (more challenge gear and daily login rewards…), you can run your alts out one at a time, until you find a brand new shard, or you can jump in and go to work. IMO you’ve put a month of work into this account, you can wait another 4ish days. However, if you’re in that 3k-5k range, you might want to make another alt or two, just to be safe. If you’re over 5k, it’s definitely worth waiting. I’m fairly certain an arena shard holds 20k accounts. Depending on how many people are joining at once, this can take anywhere from a day to 4 days (unless they’re running some kind of huge promotion, expect closer to 4 days). So, about every 24 hours, you want to jump an alt into the game, and see where it is. If, after 24 hours, it’s only jumped 5k (e.g. 5k to 10k), you might want to consider waiting closer to 36 hours. If it’s jumped 10k, then you might want to check back in 8 hours later. Anyways, the more alts you have, the more frequently you can check the current arena rank. Note: If you can get 3-4 buddies to do this with you, it’s easier, because you can take turns checking and do it more frequently, and then all get in on the ground floor of an arena time.
Step 6: Ok, you just got 5th rank on your alt. Immediately jump in with your alt. Depending on the route you take (Phoenix or First Order…see below), you either want to start doing cantina sims right away, or level to 35 (you have enough energy to do this), and then start simming Kylo Ren Unmasked/Matt. By the time you’ve spent all your energy, you should be at least level 40, the same day you started. Also, you just spent all your sim tickets…probably.

Two Paths: Phoenix and First Order
Phoenix:


First Order:
With Kylo Ren (Unmasked) aka Matt in an early Cantina node, this opens up a new starting option. I did a little bit of testing, and it is viable. Overall, this will be a more difficult route than going Phoenix, but it’s fun and has a lot of benefits. You will get Palpatine and Thrawn later in the game, but you’ll unlock BB8 sooner. Also, the First Order are cool and Phoenix are dumb (this is the real reason to do this level guide). Unfortunately, you don’t really get access to many FO dudes early. If you used the exploit above, you will immediately have Matt, and you can start working on Phasma (3 days of GW). Also, GW is really easy because Matt can’t die starting at G6 (with 2000 energy, he’d better be G6 at level 42), unless Kylo Ren (masked) puts heal immunity on him. What I want to suggest you do: Get FOO from Cantina store, Phasma from GW, FOST from hard nodes. What you probably should do: unlock boba from the cantina store so that you can do credit heists, then get FOO. Once you hit late 40s, you can also start working on FOTP, and the crew really starts to shine. With Matt (L), Phasma, FOST, the comp is already pretty solid. I’d recommend a couple DPS to join in there, Boba is a solid choice until you can get FOO and FOTP in there. I also like running Talia early because she’s not terrible, and FOST does not self heal.

Malgrin
Mar 16, 2010

thrawn527 posted:

Wait, what does this actually accomplish? Being high up in your arena for your alt?

I mean, if you're starting out, and don't do this, you're starting way behind the curve against other people that aren't spending money. It usually takes about 50 levels or so before people really start whaling, and if you've just spent the past 10 levels in top 10 payouts, you'll be able to keep even with them until they've spent a lot of money (because they probably started around 10k and have been climbing up since level 28, while you've been sitting on top).
Also, if you're thinking about starting an alt, you can make an account that you login to twice a day for 5 minutes, and get a huge jump on your shard.

I'm not saying you should do this, I'm saying it's an option worth about $20...and $20 on day one is a lot more like $200 2 weeks later. Getting that initial jump earns you daily crystals which stack up.

Vulpes posted:

Yeah, I don't really see it as an exploit. It's barely an advantage unless you can reliable get top 10, and if you aren't planning on whaling you will quickly be overtaken by those who are.

This is the point. If you follow all the steps, you will make top 10.



e: I think it's easy to gloss over that and go whatever, that's hardly an advantage, but I think a bunch of things are being overlooked. Before I get into that, yeah, I know, not really playing a game for a month to play a game is poo poo, and sucks. However, imagine you had made it to top 10 in your first week of actual playing, instead of what, a year? Never? Think of the difference that would make over 1-2 years. If someone does spend money to catch up to you, fine, but they're going to have to spend a lot.
You get 3,000 xp starting at level 28 (see the xp chart below). Additionally, when you level, you get something like 30 cantina and 60 regular energy. Plus, you can have all your quests ready to go, which is another 1k xp? A lot of people use their quests to hit levels at that point, so there's a decent chance your opponents are behind you by that xp too. It's 4550 cumulative xp to get from 28 to 38. With 3000 energy, plus ~90/level (maybe more, don't remember), plus quests, you're at least getting that far. So, now you're 10 levels up on them, and your arena team has a pretty good GL advantage (because you just spent 2700 regular energy on mostly gear, and you have a months' worth of challenge gear saved up -- which is important in those early GLs).
For someone spending money to catch up with you, they would have to do 25 refreshes in a single day, which I don't think you can do. I think it's 50, 50, 50, 100, 100, 200, 200, 400, 400, 800, 800 for regular and then 100, 100, 100, 200, 200, 400, 400, 800, 800, 1600, 1600. That's 22 refreshes. There might not be that many, it might stop at 400/800. Anyways, you're looking at like 4.5k crystals to catch up with you stopping at 400/800 per refresh, plus another 500-700 the second day. That's just to keep up with you on xp.
Additionally, you get about 200ish crystals from daily logins during that time (if you start at the start of the month -- if you start mid-month and have to restart your dailies it's lame). This will let you do double arena refreshes for a couple days until you are on top. You also get a free hero for whatever the daily is...and Sith Assassin is not bad. You can also participate in any marquees and unlock those heroes as well.
Also, you know how you're always low on purple mats and credits? Well, you'll still be low, but I think you unlock the second tier of those challenges around level 25, which means you get to save up some purple mats and credits. It's like, 500k credits, and probably 9 purple mats a week. I know, that's not insane or anything, but all these little gains add up to actually give you a chance against whales.

xp chart:

Malgrin fucked around with this message at 22:51 on Feb 19, 2018

Malgrin
Mar 16, 2010

tadashi posted:

The fact that Marauder can ignore armor on raid bosses has to come into play at some point. I'm just not sure if that was just the devs playing madlibs with his characteristics or if they had a specific idea for him.

It's reasonable to assume there will be some very high armor raid bosses coming up

Malgrin
Mar 16, 2010

Burning_Monk posted:

Well I just updated the client on my android phone and now it crashes on startup. :thumbsup:

I've heard something about disconnecting from wifi, let it try to download, then switch back to wifi or something? The files that download once you open your game are having some issues I guess

Malgrin
Mar 16, 2010

Vulpes posted:

So this new Empire/Sith meta appears to have taken us all the way back to 'whoever has the best speed mods wins', which is a disappointing backwards step. I can keep up with the resident whales on my shard in terms of character gear, but not mods.

Yeah. I'm actually having this issue some too, which is saying something cause I've got pretty drat good mods. The best solution to climbing I've found is:
Rex (L), Talzin, Palp, GK, +1 (Han, CLS, DN, etc)

Malgrin
Mar 16, 2010

Chilichimp posted:

Since the introduction of mods. when was this ever not the meta?

During the CLS, JTR, and NS eras, if you were beat by 10 speed, you were fine. We're moving into a meta where if your Vader is faster than my Vader by 5, and you also have a Thrawn that will go immediately after Vader culls 2-3+ dots, then I might be completely doa

Malgrin
Mar 16, 2010

fishtobaskets posted:

My shard whale is faster than all my guys in the mirror match and i beat him cuz he cullung blades and i dont.

I had a mirror match where my EP got to go twice. Here's what happened:
Their DV goes first, force crush, followed by culling blade (likely on my GK). This dispels 3 buffs, which gives their Thrawn an immediate turn. He now has a debuff because of DN, so he gives his EP TM up, who then aoe stuns my team. His Thrawn fractures GK. DN adds cooldowns to all the people. By the time my EP has gotten his first turn, he still has CD up, DN has annihilated ST, and Thrawn is on his second fracture against GK. I shock their ST. Their EP goes, stunning everyone but my EP (miraculously). My EP gets to use his stun, stunning SiT. They kill everyone else on my team.
Was there bad RNG? Sure. The stun hosed me over, but even at 3/5 stuns from EP, followed by CD up from DN, you're just hosed.

P.S. I think I might have gotten 1 or 2 basics in aside from EP's 2 turns, but otherwise I made no actions. through all of this. I just sat there and watched my team get demolished.

Malgrin
Mar 16, 2010

CaptainPsyko posted:

The flip side of this is that sufficiently narrow speed advantages don’t actually cut it. At which point every mirror match is literally just an RNG shitshow. Because that’s better.

Not entirely...in the Thrawn -> CLS -> NS -> JTR metas, it was about playing the comp right...unless you were NS, and then you just hit auto.

Malgrin
Mar 16, 2010

CaptainPsyko posted:

Right. I’m talking about the new Palp meta. If your speed advantage isn’t sufficiently overwhelming, you might as well not have one, because both Vader’s will get turns, and then both teams will have 100% turn meter, and then it is 100% random who’s Palpatine or DN gets to go first and completely decide who wins.


Chilichimp posted:

this

it's not as cut and dry as you guys think

As long as they have a sufficiently faster Vader (+5-+10 -- in my case it was +10), and a Thrawn who can go at 85% of Vader's speed (253 Vader -- 264 Thrawn), there's a chance you won't get to do anything. It'll be rng-ish, but if it goes Thrawn -> EP -> stun lands on your vader, you're just stuck sitting there, not generating TM. I tried three times and got wrecked all three times. I tried with my standard comp with GK, replacing GK with Thrawn, and then the standard comp again. Yeah, with Thrawn's TM swap (because he cleanses DN's debuff), there's a chance your Vader will go next instead, but it becomes 50/50 at that point. If you lose that roll, you're just hosed. Then, you need to roll again to see if Vader goes again or EP gets his turn, and if EP lands a stun right then, you're still way behind, especially if DN can then follow up with CD up.

Yeah, it's not 100% cut and dry, but three losses in a row where I was just smashed and he only had a small speed advantage...I don't know what else to say about it.

Malgrin
Mar 16, 2010
It's been requested that I communicate on here. Specifically regarding raid comps that are working.

tldr:
JTR, BB8, RT, Scav, +1 (R2)
Veers, Shore, DT, +2 (Thrawn, Snow, Starck)
CLS, Han, Chaze, +1
AV, Daka, Aco, Talzin, Zombie (can sub for MT/Zombie)
Nebit, JScav, Datcha/Jawa, JE, Ewok Elder

The primary good comp is zJTR, BB8, RT, Scav, R2. With one zeta and g11s (I still have G10 Scav), you can consistently put down 5 million per day in T6 (yes, even after Expose nerf). Running this one comp daily will do the most for helping us get through this raid quickly (SM will have more than 20 after this round of JTR, which is over 100mil per day).
The next comp that is consistent across phases is some mashup of troopers and DT. A very popular comp is Thrawn (L), Veers, DT, Snow, Shore. I often run Veers (L), DT, Starck, Shore, Snow. You can run other variations of this, but you get the idea. Veers, Shore, and DT are usually in every comp because Veers and Shore generate TM, Shore heals, and DT applies deathmark, which is most of your damage. Thrawn is great in here because each hit of fracture triggers DM. Similarly, Veers' aoe/assist call triggers a bunch of DMs. This is particularly good on P3 where you can topple her and even apply two stacks.
CLS (L) rebels can pretty consistently put out 1-2 mil in a phase. You want Chirrut and/or Rex for Tenacity up in p1 to prevent Defense down and stop DN's CD Up ability.
In P1and P2, you can run a variety of comps that capitalize on JE's detonators. One runs Jyn (L), Cassian, Bodhi, Hera, JE. Expose dmg + Detonator dmg. The other (easier) comp is Nebit, Jscav, JE, Jawa or Dathcha, and a healer (preferably Ewok Elder). With the first comp, you want to use debuffs (including Bodhi and Hera assist-calling JE onto DN) to trigger expose. Combo of Expose and Detonators makes for a lot of damage. With the second comp, just completely avoid damaging DN, and have JE always basic DN. This way DN doesn't stack tenacity at all, and when he damages your jawas, he gets detonators from JScav. In P2, it's harder to do as much dmg as P1 (2-3mil), but you need to run someone who can dispel Sion's taunt. DN or Sun Fac work well for their dispel on basic. Same concept though, try not to increase Sion's tenacity so that JE can land detonators. I landed almost 1.5mil with Chirpa (L), FOO, DN, JE, EE in P2 using this strat, with only 4 annihilates from DN. It's possible to hit 3mil in P1 with the Jyn comp, and 2-2.5mil with the Jawa strat, with relatively ungeared people.
Nightsisters are a consistent comp, do best with Zombie to charge AV up, but since most people don't have stars for her or MT, it's still fine with AV (L), Daka, Talia, Init, Aco.
For P3, a lot of the above strats work with small variations. You generally need a little bit more healing. I've actually theorized a comp using zLumi, Chaze, Han, R2, because zLumi spreads hots, and Chirrut's unique will keep up with Traya for quite awhile, especially if you stack everyone with some extra health. R2 is there for buffs and his zeta.
P4 is just everything all over again.

Malgrin
Mar 16, 2010

Ineptitude posted:

So i asked a little while back what to get for my next zeta and was told rHan. I didn't get around to doing it (because honestly thats a boring zeta since it just gives you a bit more rHan instead of a gameplay change) and shortly afterwards they released the Vader and Palpie zetas as well as all the new sith stuff.

Im coming up on having 3 zetas now and its time to start using them. I find a lot of the dark side characters quite interesting and wouldn't mind using zetas here to get a strong dark side team. I am also getting top 5 in fleet every day and have been considering zetaing some pilots since i am already funneling almost all my resources into my pilots. This would mostly be to get stronger ships though, as those zetas aren't very useful elsewhere (?) (E.g. Boba Fett zeta)

My options:
Put more zetas on my crappy barely top 200 arena team: zCLS, zR2, Leia, rHan, Thrawn
Put zetas on a dark side team, i already have G11 Vader, Palpie, TFP, Thrawn, GMT, G10 Shoretrooper, G9 DTrooper, (and am starting to farm Veers soon)
Put zetas on my pilots (vader, boba fett, FOTP)
I would like to score better at HAAT, since i can barely scratch that raid atm and QGJ only have a few players kill most of the raid, its about time i pull my weight here. I have all the characters required for that super duper meta team (cls, ackbar, assaj, thrawn, bb8?)

Honestly have no idea what to do, there are too many good options.

Bit late, but 100% recommend EzPz. You'll add a bit of damage to the raid, but nothing monumental. However, that could boost you by 100 ranks in arena. It's incredibly good.

Malgrin
Mar 16, 2010

Nipponophile posted:

Players: "Please remove challenge rewards from the raid reward pool (by which we mean the things we already have thousands of)."

CG: "We are removing challenge rewards from the raid reward pool (by which we mean the MkIII Carbantis everyone needs a million of)."

Mystery boxes at Tier 4 & above have removed all challenge gear and other gear likely to be highly stockpiled by experienced L85 players from the Salvage rewards.
A handful of extremely difficult challenge gear pieces (such as the Mk 3 Carbanti) remain in the chance for fully crafted pieces.

Malgrin
Mar 16, 2010
I tend to post a lot of useful stuff in Discord, and every now and then realize I should share. As always, get your arena teams sorted first, but aside from that, here are the recommended, top 3 comps to work towards for Sith Raid and the game in general:
1) Nightsisters (pref zzAV, zTalzin, Daka, Aco, Talia -- sub Initiate for Talzin)
2) JTR (pref JTR - zL, zR2, BB8, SRey, RTrooper -- additional zetas on R2, BB8 and JTR are helpful but not necessary)
3) Chexmix -- zCLS (L), zHan, Chirrut, DT, Pao/JKA

Here is what we will need for Heroic sith raid:
P1: JTR
P2: Phoenix + Ewoks + Wampa
P3: Chexmix
P4: Nightsisters, then just lots of gas

recommended Wampa comp seems to be OB (L), Wampa, Sabine, Thrawn, GK. Can sub Rex (L) for OB. I think with either of these, you mostly ignore the side guys (until they get countered to death) as they are going to generate TM for your comp. Sabine applies lots of armor shred, GK adds survivability, counters, and a big assist call. Thrawn adds TM

e: nvm...definitely run Pao or JKA in this comp. I didn't understand offense up properly. Han gains stats from each person, so offense up on everyone else increase's Han's offense through the whole stand alone.
For Chexmix, the goal is to have multi-hit people for DT's deathmark, but it is really important that you actually have gear on them -- undergeared Pao is not ideal (more on that below). Once you get everyone else into the g11/g12 territory, you can start surviving several rounds and scoring a lot of damage through the phase, as opposed to just one massive alpha strike from Han. Fulcrum has her massive whirlwind that can do about 8-9 extra hits in this comp, plus she does well as stand alone with retribution. You can probably do 3 stand alone/deathmark combos in this raid (each one should use about 3 of Traya's turns, so that's 9 turns, with 1 topple in between, up to 12 turns...with an extra topple here or there. Han, Chirrut, and CLS all do good topples because they have close to 100% counter chance. Fulcrum will be better than Chirrut. Pao would be alright because when he counters, he'll double shot (traya probably won't be debuffed for this), but he will only have 50% counter chance. ROLO is good as 5th because she has her 10 hit combo, and if you stack CC on her, she'll actually get to use it a lot. That plus DT while Traya is toppled will be a lot of damage. Leia and Ezra multi-shot on basic, and Ezra can call Han to assist for 4 attacks/DM triggers.

Here's why you don't want an under-geared Pao for this phase. First up, offense up isn't doing as much as you might think. In this scenario, you are getting 400% offense from your allies, and an additional 50% from offense up. This makes for 450% offense up. If you were to do 100 dmg, you're now doing 550 instead of 500. That's still a good chunk of damage, but that leads into number 2: You only get to double shot once with it. I've got the timings perfect for this comp, which means that Han does his cc/cd up, then Pao does off up, then Han has to stand alone. This uses a whole turn of buffs, so Han now only has 1 turn left with offense up, and it's immediately his turn again. So he gets two shots off with offense up, and then all his buffs (except tenacity up) expire. So, instead of doing 250k dmg for both shots, he's maybe doing 225k.

Malgrin fucked around with this message at 01:00 on Apr 10, 2018

Malgrin
Mar 16, 2010

Popete posted:

Do we know if Bossk will require 7* Bounty Hunters only? My BH squad is in good shape except I don't have a 5th (Greedo) at 7* as I usually mixed in a scoundrel. I'm now panic rushing trying to get Greedo shards but he's only available in the store and Arena and I'm not sure I'll get him to 7* by the end of this month at this rate (currently 5*).

Since we haven't had a marquee in a bit, I would assume we get a marquee thursday/friday for him.

Malgrin
Mar 16, 2010

Chilichimp posted:

Something like this

P4 Sith Raid/DSTB:
zzAV, zDaka, Acolyte, Talia, zMT/Initiate

Arena/TW Defense:
zzAV/zzMT, zAV/zMT, zDaka, Zombie, GK/Zariss

TW offense: (your opponent forgot to bring AoE, lol)
Nute Gunray, Acolyte, Zombie, Leia, Geo Spy ***gear only matters on the Acolyte, everything else is gonna die****

TW offense:
zzMT/zzAV, zMT/zAV, zDaka, Acolyte/Talia, Zombie/Intiate ***depends if you use the gunray team for someone else or not***

Gspy can stay stealthed, and then hit people for 50k. I actually recommend him as a Zavage killer...using an undergeared Poggle, Rolo, and Gspy to kill him. You get a couple basics in on Zavage, use Poggle's offense up, then Rolo's special (10 hits), then hit him for 40-70k with GSpy's special. It's like Boba's execute except that it also dispels all affects on GSpy in addition to those hots on Zavage.
Rolo isn't necessarily required for this comp...you can bring people like Tusken shaman and GamG that stack DoTs (which turn into hots)

Malgrin
Mar 16, 2010
If anyone is new and somewhere in the new to level 84 range, and not doing very well in arena (or you just want a re-roll), hit me up. I have a level 68 alt I'd like to stop playing. For the first time, I broke top 5 in arena (haven't reached payout yet, but I think I'll be fine). Focused on NS, and it's paid off well, and with some focus on KRU, I've been able to make top 10 or so in fleet. I don't want to play this account forever though, so if anyone wants to take this over and make it their own, that's cool. I'm also linked in with some of the arena chat guys, so I could get you into that discord as well -- although they're missing most of the people that sit in top 5 (I'm guessing they have their own discord).

Malgrin
Mar 16, 2010
I'm very disappointed they are removing mods from cantina energy. While it means we get slightly more free energy per day, we will have to choose between refreshing cantina and refreshing mods. Keep in mind that now, refreshing mods will not give you cantina tokens anymore, but will give you stuff you need to rank up mods.

Malgrin
Mar 16, 2010
Well, looks like I kicked a hornet's nest with that comment. Yeah, I actually don't care about cantina currency, and don't need it -- I see it overall as a slight improvement for me as I'll spend 0 cantina refreshes and 3 mod refreshes.

For people who are still working on unlocking dudes through cantina, and working on getting mods, and so on, this is both good and bad -- I don't think everyone has really thought this through. If you are able to afford 1-2 cantina refreshes, you still have to choose between improving mods and improving your cantina farm. I'm going to assume that you will get 120 mod energy per day, and that it will cost 100 per refresh. I could be wrong about these things, but given ship energy, I doubt it. Additionally, you will need to spend on mod energy if you ever want to be able to upgrade your mods. So, as a player who has decent mods but wants to improve your mods, and who also wants to unlock JTR, you STILL have to choose between better mods and JTR, only now, choosing to work on mods prevents you from finishing some longer term projects like ST and whatnot, because you're not longer getting cantina tokens. Meanwhile, the people spending money on this game have yet another avenue to get ahead of you for cheap, because for them, an additional 300 crystals per day on mod energy is cheap.

e: Basically this is one more avenue for everyone to fall behind people spending money

Malgrin fucked around with this message at 19:30 on Aug 6, 2018

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

Yeah, you'll have to choose which one you want to go faster with refreshes, but you'll still be getting both energy at once, which is a huge improvement over now where I havent spent cantina energy on mod challenges in months because I had to use it to unlock KRU for a FO team to unlock bb8, then death trooper for tie reaper (before ship rework), and now currently vets for RJT. I get the occasional mod from the mod store but those are super expensive and mean I essentially cant use ship material to upgrade ships. This is a massive improvement for me

Over the past year, farming mods constantly, you would rarely get improved mods, so you barely got ahead by farming mods. Now, you will get the ability to merge mods and make better mods, and you need currency you get from farming mods to do this. Anyone spending money on this game, or getting top payouts, will be able to put that into actually getting insane mods, while you will not.

I've heard that merging mods will be very expensive and require rare materials to get the top mods - they are adding an additional tier of mods with this. Those mods will be significantly better, and you can ONLY get those mods by farming those mats with mod energy, think of like stun cuffs for leveling mods.




If the only thing they were doing was adding mod energy, and leaving everything else as is, this would be a spectacular change. I would've sent CG praise in their forums (well, probably not, I'm lazy). However, you can't take the addition of mod energy by itself because they are adding all of this other mod poo poo in at the same time.

Malgrin fucked around with this message at 19:40 on Aug 6, 2018

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

Thats how the current system works now. Whales will always be able to improve faster than those who dont spend money. But my rate of new mods will increase, and Ill be able to specifically go for mod sets I want. I guess for super end game players that already have great mod sets and everything they want from the cantina this might be annoying? But I feel like thats a tiny % of the community

im also not sure what you mean by 'merge' mods? You arent combining multiple mods from what I understand, you'll get essentially mod salvage from mod nodes you'll use to upgrade existing mods, that will get a % boost based on already existing stats. So already having good mods is great, because they'll just get better once you upgrade them to 6 dot (note for speed they said itll be 3%, which depending on how rounding works might result in maybe a 1 speed increase, so speed sets wont drastically change even going to 6 dot)

Sorry, I think their original idea was that you would have to merge multiple mods together (I heard this from beta people). It looks like it's now 'slicing' and you won't need to merge mods.

You know how much it takes to farm an mk6 stun gun? Imagine that but for a mod to get it from 5a to 6e. And all that stuff has to be farmed from mod energy.

Also, on speed mods, it looks like speed primary goes from 30 to 32, while speed secondaries go up 3% (supposedly rounded up). This means that anywhere from 17 speed up will get +1 speed. Speed set is remaining 10%.

Malgrin fucked around with this message at 19:47 on Aug 6, 2018

Malgrin
Mar 16, 2010

I guess my point is that they are replacing a garbage system with a garbage system, and you shouldn't be that happy about it. On the lower end of this game, it puts pressure to farm mod crap to improve mods or you'll fall behind. On the high end, it puts pressure to farm mod crap to improve mods or you'll fall behind.

Before this change, I had 0 concern of falling behind in mods -- while I don't have spectacular mods, I have good enough mods, but pretty soon, everyone will have spectacular mods.


e: I get that the ability to farm mods now, where before you weren't able to, sounds good, but I'm trying to tell you that long term, this is still bad for you.

Malgrin fucked around with this message at 19:52 on Aug 6, 2018

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

Why would you be more concerned about falling behind on mods now then before? Nothing has changed for whales that are able to farm/upgrade/refresh mod store to get good mods faster than everyone else already.

I mean we'll have to wait to actually see the impact that 6 dot mods have, but speed is king in arena and from the video it like a 12 speed secondary mod now will go to 13 at 6 dot, not exactly massive. And even if the new system ends up being garbage its still a net improvement from the current situation

I'm upset for a bunch of reasons.
1) There's a new thing I have to grind (mod slicing mats). This is dumb and lovely, and this game doesn't need to bloat more.
2) I know I look like a whale on here, but I'm competing with people on both arena and fleet that buy everything the second it hits marquee. They will be refreshing 10+ times per day, while I'm at 3.
3) These people already have the edge with 20+ speed mods, what happens when they get good upgrade rolls and have 3 characters with 150+ speed sets, while my best is still around 120?

Also, there's been some talk about how specific factions will no longer be required for mods -- but they haven't really said how they are implementing it. I expect that the mod missions will get harder as you go along, so someone who could farm up lovely jawas and unlock CD mods might no longer be able to beat the mod mission because it's too hard (think when light side 9 hard missions where released)

There's also just a ton we don't know about right now. As it stands, 5e mods have the same power level as 5a mods, what if that changes? 6e mods are all but guaranteed to have more power than 5 dot mods. How will that impact fleet arena?

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

The speed modifier going to 6 dot is 3%, and doesnt apply to primary. So if they take their current speed set and 6 dot everything itll be at most a 5 speed increase, which will make a difference but at least where I am in arena it isnt going to be make or break. I guess I get the point about this being something new to farm but they are adding in new energy to farm it with. If they had introduced 6 dot mods and kept them on cantina energy I wouldve been extremely pissed




Also, got (beta) confirmation from a friend, 5e to 5a will change the power of a mod, so pilots with gold mods will be better than pilots with white mods.

e: in the past, this has always been true, but gold vs. white was due to level, e.g. a level 15 originally white mod had the same power value as a level 15 originally gold mod. Now a mod that starts white will have less power than a mod that starts gold.

Malgrin fucked around with this message at 20:25 on Aug 6, 2018

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

I know, thats what I said, but such a low % means that at most itll be 1 per mod, so 1 from each of the 5 non primary, and (I was wrong apparently, primary will change), 2 from arrow, 7 total speed from all 6 mods being 6 dotted, per character. I don't have amazing speed sets (best I can do is +109 including speed set bonus) so 1 each from the non primary will make a much smaller difference than an actual good speed secondary mod

Yeah, my concern with suddenly faster mods is from people with purple mods (20+) upgrading to gold (25+) with a good roll.

Malgrin
Mar 16, 2010

Ineptitude posted:

So thats at BEST 30 mods you need to upgrade. For most of us it will be somewhere around ~120 mods.

Now add TW.

Malgrin
Mar 16, 2010

Rand Ecliptic posted:

R2-D2. He is on my Arena team (Wiggs, Chaze, R2) which is also my strongest team (but I'm really only able to rank in the 201-500 rankings), so that would be a nice boost. Of the two, I'm leaning toward Number Crunch.

There are a lot of dudes that gain a lot more from a zeta, or that create teams with just one zeta -- mostly leads. However, R2's number crunch is one of the best and most lasting zetas in the game. It helps your arena team now and will help raid teams later.

Malgrin
Mar 16, 2010

SgtMongoose posted:

DV was my first zeta and it was pivotal to me dragging my pubby guild across the heroic rancor finish line.

As for the mod update debate you guys need to chill and realize you aren’t going to have fully maxed out super teams. You’re going to have to pick and choose what mods will get the biggest boosts. The speed bonuses seem negligible unless you’re on the bleeding edge of your shard, focus on other stats you might need. We have no idea how the defense and health rebalances are going to shake out yet. Remember, bonus protection is calculated off of health, so Nest, Wampa, etc might be about to get really absurd.

From 5dot to 6dot, speed doesn't change much, but if you have a 15 speed blue or 20 speed purple, those can now jump to 25 speed mods. That is where I am concerned. Also +2 speed on primary may not sound like that much, but that + 10 speed for each hero is an insurmountable gain.

Malgrin
Mar 16, 2010

CaptainPsyko posted:

Only if you’ve been sitting on them at level 6/9 all this time.

Which, yeah there’s some impact from folks who have been farming and leveling smartly since the announcement but that’s not “all the whales will suddenly have +150 sets” level of impact.

You can only slice a level 15 mod.
My understanding is that a level 15 blue mod, when upgraded to purple, will have a chance to roll speed again (1/3 odds), and again when converted to gold (1/4). Then, it will increase by 3% when upgraded to 6E.
If I understand things correctly, a green mod with +speed actually has the best chances of becoming a fast mod, although it will cost you to get it to gold.

Malgrin
Mar 16, 2010

gently caress You And Diebold posted:

A green mod has a better chance at high speed stats if upgraded now, because at level 3 or whatever it's guaranteed to boost speed since that's the only secondary stat there. Post mod patch every mod will always unlock all secondaries before boosting any. That'll be nice because you won't have to go all the way to 12 to see all secondary stats, but does give you less control with green mod secondaries. Post mod patch I'm unsure of how stat boost to existing level 15 mods will go but I did not get the impression from what I've read that you'll be able to take a 14 speed mod and make it 20

Edit: ok so post patch when they revert mods back to the color they were when acquired none of the current stats will change, but you'll be able to slice non gold up to gold, which will increase a secondary stat randomly each time. Under the current system mods that were gold when acquired had the best 'stats' (just not necessarily the best stat you wanted) so even though every mod ended up gold at level 15 the ones that were gold already from level 1 were theoretically the best. Hmm. Thats a bit different then I thought it would work but Im still not worried and still excited for the change. That gives whales that can spend to boost their mods faster an intermediate advantage but they always get that whenever anything new comes out, and since Im not on the bleeding edge of speed mods already it doesnt effect me much at all, and I still have more power to upgrade existing mods post patch than I do now

Yeah, I re-read all that stuff this morning. Part of why I am concerned is that I have spectacularly bad luck rolling mods. I have rolled more mods with speed than most (if not all) goons that play this game, and yet have a bad top end for mods compared to a few people in SM (some have more than 1 20+ speed mod). On the flip side, I have a very good middle end, super solid in the 13-15 speed range, so I'm hoping a lot of those mods are blue. Either way, I expect I will continue to roll very badly, while people around me roll well.

Malgrin
Mar 16, 2010

Chilichimp posted:

JTR core is JTR/R2/bb8
Zfinn core is Finn/Poe/RT/RP

The floaters are scav, holdo, rose, with scav and holdo being best paired with JTR and that kinda just leaves rose, I guess with zfinn.

But also... tons of poo poo works with JTR that isn't resistance.

For TW O, Holdo is better paired with zFinn because she has an aoe daze, which fixes so many problems that comp has.

Malgrin
Mar 16, 2010
Well, I'm getting bored with my level 54 alt, going to abandon it. Let me know if you want it, top arena payouts, has a pretty good Bastila jedi squad. Hit me up on here or discord if you're interested in getting a friend hooked on this game and giving them this account.

Malgrin
Mar 16, 2010
We're in need of a new thread title (well, and new thread). The era of Thrawn is at its end

Malgrin
Mar 16, 2010
somebody write a new OP. This thread is poo poo

Malgrin
Mar 16, 2010

Malgrin posted:

somebody write a new OP. This thread is poo poo

I take it back. The OP is perfect now

Adbot
ADBOT LOVES YOU

Malgrin
Mar 16, 2010

fishtobaskets posted:

why r we still ppsting in here lmao we need a frozen ppst that just says check the discord u gently caress. u im ecile. u open assman

So that more people will look at the best loss meme

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply