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    Saturday, October 26, 2019

    Destiny Daily Questions [2019-10-26]

    Destiny Daily Questions [2019-10-26]


    Daily Questions [2019-10-26]

    Posted: 26 Oct 2019 06:01 AM PDT

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!

    Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!

    Be sure to sort by new to see the latest questions!


    Rules


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    [D2] Daily Reset Thread [2019-10-26]

    Posted: 26 Oct 2019 10:05 AM PDT

    Daily Vanguard Modifiers

    Affect Strikes, Menagerie, Heroic Missions & Adventures

    • Solar Singe: Solar damage increases slightly from all sources.
    • Iron: Enemies have more health and are not staggered by damage.
    • Heavyweight: Power weapons deal more damage, and more ammo is available.

    Daily Reckoning Modifiers

    Affect all three tiers

    • Void Singe: Void damage increases slightly from all sources.
    • Heavyweight: Power weapons deal more damage, and more ammo is available.

    Daily Heroic Story Missions

    • Riptide (PL 750) - Titan, Moon of Saturn. Without power, Zavala's resistance has hit a wall. Travel deeper into the Arcology and help them past it.
    • Utopia (PL 750) - Titan, Moon of Saturn. Venture deep into the heart of the Hive to retrieve a powerful Golden Age CPU—and make it out alive.
    • A Deadly Trial (PL 750) - Earth. Brother Vance says there's a Temple of Osiris in the EDZ where you can revive Sagira.
    • Beyond Infinity (PL 750) - Mercury. It's time to enter the Infinite Forest and find Osiris. Be prepared for anything.
    • Ice and Shadow (PL 750) - Mars. A friendly Guardian has requested assistance on Mars. Help her investigate falling Warsats and battle a new threat.

    Daily Forge: Izanami Forge


    Gunsmith Inventory

    • Targeting Adjuster: This weapon gains better target acquisition.
    • Pump Action: Gain bonus Super energy on Shotgun kills.
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Alkane Dust & 5000 Glimmer)
    • Upgrade Module (1 for 1 Enhancement Core & 10 Legendary Shards & 25 Microphasic Datalattice & 5000 Glimmer)
    • Enhancement Prism (1 for 10 Enhancement Core & 25 Baryon Bough & 10000 Glimmer)
    • Ascendant Shard (1 for 10 Enhancement Prism & 100 Alkane Dust & 50000 Glimmer)

    Spider Material Exchange

    • Purchase Enhancement Cores (1 for 10 Legendary Shards)
    • Purchase Legendary Shards (1 for 10 Phaseglass Needle)
    • Purchase Glimmer (10000 for 20 Microphasic Datalattice)
    • Purchase Dusklight Shards (5 for 5000 Glimmer)
    • Purchase Simulation Seeds (5 for 1 Legendary Shards)
    • Purchase Baryon Boughs (5 for 1 Legendary Shards)
    • Purchase Helium Filaments (5 for 5000 Glimmer)

    Bounties

    Commander Zavala, Vanguard

    Name Description Requirement Reward
    The Harder They Fall Defeat minibosses and bosses in any strike. 10 Challenging enemies XP & 5 Vanguard Tactician Token
    Long Distance Plan Defeat enemies in strikes with any Sniper Rifle. 10 [Sniper Rifle] Sniper Rifle XP & 5 Vanguard Tactician Token
    Elegant Weaponry Defeat enemies in strikes with any Sword. 10 [Sword] Sword XP & 5 Vanguard Tactician Token
    In Their Face Defeat enemies in strikes with any Shotgun. 15 [Shotgun] Shotgun XP & 5 Vanguard Tactician Token

    Lord Shaxx, Crucible

    Name Description Requirement Reward
    An Object in Motion Land final blows using Kinetic weapons in the Crucible. 10 Kinetic weapon XP & 5 Crucible Token & 15 Valor Rank Points
    Brightest Day Generate Orbs of Light in the Crucible. 7 Orbs of Light XP & 5 Crucible Token & 15 Valor Rank Points
    Avenger Land the final blow on a player who just defeated one of your teammates in the Crucible. 1 Opponents XP & 5 Crucible Token & 15 Valor Rank Points
    Fire and Fury Land Solar final blows in the Crucible. 5 [Solar Kill] Solar damage XP & 5 Crucible Token & 15 Valor Rank Points

    Ikora Rey, Vex Fanatic

    Name Description Requirement Reward
    Infinite Regress Defeat Vex with Void weapons. 30 [Void Kill] Void weapon XP & 1 Vex Mind Components
    Grand Slam Defeat Vex with melee attacks. 15 [Melee Kill] Melee ability XP & 1 Vex Mind Components
    Shed Some Light Defeat Vex with Arc damage. 50 [Arc Kill] Arc damage XP & 1 Vex Mind Components
    Counter-Sniping Defeat Hobgoblins in the Vex Offensive. 10 Vex Hobgoblins XP & 1 Vex Mind Components

    Eris Morn, Moon

    Name Description Requirement Reward
    Lunar Defender Complete public events on the Moon. 2 Public events XP & 5 Helium Filaments
    Deathless Auto Using an Auto Rifle, rapidly defeat enemies in groups of 2 or more. 15 Rapidly defeated XP & 5 Helium Filaments
    Unscathed Deathdealer Using any Power weapon, defeat enemies in streaks of 3 or more without taking damage in between. 10 Defeated in streaks XP & 5 Helium Filaments
    Final Termination Use finishers to defeat Vex on the Moon. 7 Finisher XP & 5 Helium Filaments

    Lectern of Enchantment, Moon

    Name Description Requirement Reward
    Security Blanket Defeat enemies with grenade abilities in Nightmare Hunts. 10 [Grenade Kill] Grenade ability XP & 1 Phantasmal Fragment
    Orbweaver Generate Orbs of Light in Nightmare Hunts. 10 Orbs of Light XP & 1 Phantasmal Fragment
    Dark Communion Find the Lost Sector K1 Communion and dispel the Nightmare within. 7 Nightmares XP & 1 Phantasmal Fragment
    Which Moon Is Haunted? Defeat Nightmares in Lost Sectors on Io. 8 Nightmares XP & 1 Phantasmal Fragment

    The Drifter, Gambit Prime

    Name Description Requirement Reward
    INVADER: Heavy Duty Defeat enemy Guardians with Power weapons in Gambit Prime. 5 Guardians defeated 1 Invader Synth & 50 Infamy Rank Points
    INVADER: Kill 'Em All Defeat enemies or Guardians in a single Gambit Prime match. 40 Enemies defeated 1 Reaper Synth & 50 Infamy Rank Points
    Collectors Don't Carry Cash Bank Motes of Dark in Gambit Prime. 75 Motes banked 1 Collector Synth & 50 Infamy Rank Points
    A Balanced Sentry Breakfast Defeat a Primeval in Gambit Prime. 1 Primeval defeated 1 Sentry Synth & 50 Infamy Rank Points
    INVADER: Invading by Surprise Invader bounty. Defeat enemies from behind or without taking damage from them. 20 Ambushes 1 Invader Synth & 50 Infamy Rank Points
    REAPER: Reaping Swiftly Reaper bounty. Rapidly defeat three or more enemies. 3 Rapid defeats 1 Reaper Synth & 50 Infamy Rank Points
    COLLECTOR: Collecting in the EDZ and Titan Collector bounty. Loot Lost Sector caches found in the EDZ or on Titan. 2 Caches looted 1 Collector Synth & 50 Infamy Rank Points
    SENTRY: Sentry Duty at the Well Sentry bounty. Complete Blind Well encounters in the Dreaming City. 2 Encounters completed 1 Sentry Synth & 50 Infamy Rank Points

    The Drifter, Gambit

    Name Description Requirement Reward
    Lest It Stare Back Use Void abilities to defeat enemies in Gambit. Defeated Guardians are worth extra points. 15 [Void Kill] Void ability XP & 30 Infamy Rank Points
    Not Your Mama's Combat Drill Defeat enemies in Gambit. 50 Enemies XP & 30 Infamy Rank Points
    Envoy While It Lasts Defeat Primeval envoys during Gambit matches. 2 Envoys XP & 30 Infamy Rank Points
    Final Ploy Defeat enemies with finisher final blows. 5 Finisher XP & 30 Infamy Rank Points

    Banshee-44, Gunsmith

    Name Description Requirement Reward
    Auto Rifle Calibration Calibrate Auto Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Auto Rifle] Calibration XP & 2 Mod Components & Enhancement Core
    Machine Gun Calibration Calibrate Machine Guns against any target. Earn bonus progress against opposing Guardians and for additional targets defeated without reloading. 100 [Machine Gun] calibration XP & 2 Mod Components & Enhancement Core
    Solar Calibration Calibrate Solar weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. 100 [Solar Kill] Calibration XP & 2 Mod Components & Enhancement Core

    Ada-1, Black Armory

    Name Description Requirement Reward
    Harvest Time Harvest resources in any destination. 15 Materials collected 1 Modulus Report & 1500 Glimmer
    Secure the Lost Forges Defeat enemies while participating in the ignition of a lost forge. 50 Enemies defeated 1 Modulus Report & 1500 Glimmer
    Forge Super Kills Defeat enemies with your Super while participating in a lost forge ignition. 10 Super kills 1 Modulus Report & 1500 Glimmer
    Forge Saboteurs Hunt Eliminate one of the Forge Saboteurs roaming around the lost forges. Track them down in the Outskirts and the Gulch in the EDZ, and in Artifact's Edge and the Hallows on Nessus. 1 Forge Saboteur defeated 1 Modulus Report & 1500 Glimmer
    Public Event Evaluation Complete public events with at least one Black Armory weapon equipped. 10 Public events completed 1 Modulus Report & 1500 Glimmer

    Visage of Calus, Triumph Hall

    Name Description Requirement Reward
    Light the Way Defeat enemies with any abilities without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 20 [Kill] kills 1 Boon of Opulence & Glimmer
    Make Your Mark Earn precision kills in the Crucible without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 2 [Headshot] Final blows 1 Boon of Opulence & Glimmer
    Wildest Dreams Complete public events in the Dreaming City without dying. You may claim only four rewards per day from bounties offered by the Visage of Calus. 2 Public events completed 1 Boon of Opulence & Glimmer
    Bank on It Bank Motes without dying in a Gambit Prime match. You may claim only four rewards per day from bounties offered by the Visage of Calus. 20 Motes banked 1 Boon of Opulence & Glimmer

    Spider, Tangled Shore

    Name Description Requirement Reward
    Thin the Herd Defeat enemies on the Tangled Shore. 50 Enemies defeated XP & 5 Etheric Spiral
    Sharpshooter Get 25 precision kills. 25 Precision kills XP & 5 Etheric Spiral
    Flotsam and Jetsam Defeat Hive in the Jetsam of Saturn. 35 Hive defeated XP & 5 Etheric Spiral
    Lost in the Cut Explore the Lost Sector Wolfship Turbine near Soriks's Cut on the Tangled Shore. 1 XP & 5 Etheric Spiral

    Devrim Kay, EDZ

    Name Description Requirement Reward
    Superhuman Defeat multiple enemies with a single Super while in the EDZ. 3 Super multikills XP & 10 Dusklight Shard
    Super Destructive Get Super kills in the EDZ. 20 Super kills XP & 10 Dusklight Shard
    Deadeye Get precision kills in the EDZ. 10 EDZ precision kills XP & 10 Dusklight Shard

    Sloane, Titan

    Name Description Requirement Reward
    Super Efficient Defeat multiple enemies with a single Super while on Titan. 3 Super multikills XP & 10 Alkane Dust
    Fist of Judgment Defeat Hive on Titan. 30 Hive defeated XP & 10 Alkane Dust
    Crackshot Defeat enemies on Titan with precision damage. 10 Precision kills XP & 10 Alkane Dust

    Failsafe, Nessus

    Name Description Requirement Reward
    Power Fantasy Defeat enemies on Nessus. 50 Enemies defeated XP & 10 Microphasic Datalattice
    Super Awesome Defeat multiple enemies with a single Super while on Nessus. 3 Super multikills XP & 10 Microphasic Datalattice
    Electrified Get Arc kills on Nessus. 30 Arc kills XP & 10 Microphasic Datalattice

    Asher Mir, Io

    Name Description Requirement Reward
    Frank Exchange of Views Defeat Taken on Io. 30 Taken defeated XP & 10 Phaseglass Needle
    Handcrafted Get melee kills on Io. 15 Melee kills XP & 10 Phaseglass Needle
    Fire in the Hole Get grenade kills on Io. 20 Grenade kills XP & 10 Phaseglass Needle

    Brother Vance, Mercury

    Name Description Requirement Reward
    Grr-enade Get grenade kills on Mercury. 20 Grenade kills XP & 10 Simulation Seed
    Power Lifting Get Power weapon multikills on Mercury. 3 Power multikills XP & 10 Simulation Seed
    Short Fuse Defeat Minotaurs on Mercury with a Fusion Rifle. 10 Minotaurs fused XP & 10 Simulation Seed

    Ana Bray, Mars

    Name Description Requirement Reward
    Defrosted Defeat Hive on Mars. 30 Hive defeated XP & 10 Seraphite
    Publicity Event Complete public events on Mars. 2 Public events completed XP & 10 Seraphite
    Legionary's Lament Defeat Cabal on Mars. 30 Cabal defeated XP & 10 Seraphite

    Unfortunately, Petra daily bounties can't be fetched through the API. Feel free to share them in the comments!

    submitted by /u/DTG_Bot
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    Bungie, add mods that increase a stat by 20... while also reducing another by 10

    Posted: 26 Oct 2019 10:39 AM PDT

    Title. Y'all know corrupted mods from Warframe? Increase one stat at the cost of another. They're fantastic mods, because they allow for minmaxing. Maybe you want a grenade build, but don't care for melee abilities that much, so you can pile on Discipline while reducing your Strength. Maybe you want to move faster, at the cost of your resilience (or vice versa). It'd also synergize well with exotics. For instance, you don't need high Strength if you're running with Monte Carlo, or you're using those mods that give grenade/melee energy with anti-barrier weapon kills. This would allow people to hit 100 in the stats they want without hoping that they get perfect rolls on their armor, while also allowing for more build diversity.

    EDIT: People can't read comments so the same thing keeps getting stated. You don't need a mod for every stat combo. You don't need 36 mods, you could just do things like Strength/Discipline, or Resilience/Mobility/Recovery.

    submitted by /u/Nukesnipe
    [link] [comments]

    Petition to make Khvostov 7G-02 Infusable

    Posted: 26 Oct 2019 04:57 PM PDT

    No logical reason. I just want this, and felt like posting about it.

    submitted by /u/Electric27
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    Quest steps with "final blows" in the instructions need to go. Competing for kills with teamates isn't fun.

    Posted: 26 Oct 2019 04:37 AM PDT

    All of these objectives should just be changed to defeats, even if the number of total defeats is higher.

    submitted by /u/redka243
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    The artifact has been a huge success and an amazing addition to the game

    Posted: 26 Oct 2019 06:51 PM PDT

    Lots of complaining out there and I just want to say the artifact and the new champions have been amazing and fun additions to the game. I love my new builds and I love balancing around those champions for nightfalls.

    That is all.

    submitted by /u/Andromeda3011
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    Question about Ace of Spades

    Posted: 26 Oct 2019 12:33 AM PDT

    my friend started with new light, i wanted to know if he could get the ace without owning foreskin or shadowkeep

    submitted by /u/xradiusm
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    Allow Us To Breakdown Vex Mind Components For Glimmer, Or Have Them Count Towards The “An Arm And A Leg” Weekly Bounty.

    Posted: 26 Oct 2019 07:48 AM PDT

    As stated.

    This will help with forward progression towards End-Game Content, aid your casual-gamer base so they can focus themselves on additional content which forces a "Glimmer Drought", AND clears up space in our inventory and Post-Master slots.

    What say ye?

    submitted by /u/PathlessDemon
    [link] [comments]

    New player here. This was the moment I realized this is the game I've always wanted

    Posted: 26 Oct 2019 07:08 PM PDT

    Just now, I fast traveled to the EDZ while equipped with a sword. Before me, through the temperate rainforest, loomed the engine cluster of a Cabal starship. I realized this was the moment I've been looking forward to my entire gaming career.

    submitted by /u/Arctica23
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    If you see players using a interactive emote link up with them

    Posted: 26 Oct 2019 08:41 AM PDT

    I'm just sad that I brought the fireteam fire up emote for 4000 bright dust and almost no one ever links up with me. Same goes for the hug, chest/fist bump, etc.

    Edit: thank you for silver kind guardian. May RNGesus bless you

    submitted by /u/joshua070
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    Me and my friend just 2 manned heroic Zero hour with 1 second remaining...

    Posted: 26 Oct 2019 03:05 PM PDT

    and i would just really like some love and appreciation from my favourite not toxic community <3

    BTW here is the proof

    submitted by /u/memeslider-dab
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    Updated Theory on How Armor 2.0 Stats Are Generated

    Posted: 26 Oct 2019 12:23 PM PDT

    A few days ago, u/JpDeathBlade posted "How Armor 2.0 Stats Are Generated", which included some great observations and connections they made in analyzing Armor 2.0 stat values to determine how they're rolled in the first place. However, there were some patterns I found in my own data set that either were not well explained by some of that theory, or were better explained by another system which I'll explain below.

    I do want to note that I owe huge thanks to JP for his excellent post and data analysis, and I hope this post here can also contribute to the community's understanding of the new Armor 2.0 system. This theory is also only my best guess, and can always be improved with more data! If you wish to contribute your own Armor 2.0 data easily and in bulk, please consider downloading a spreadsheet export from Destiny Item Manager and uploading it through the Google Form I created.

    Summary & (Not Really) TL/DR

    • The six stats are grouped into two "clusters" representing D1 / ability stats (Intelligence, Discipline, Strength), and D2 / core stats (Mobility, Recovery, Resilience) (same as JP and others have established).
    • When generated, every armor piece allocates smaller stat units with a base value of 4 across the six stats. I call these units stat "blocks" herein. There are a total of 8 blocks that are allocated on every roll. Each stat cluster receives exactly 4 of those blocks, no more and no less, but among that cluster's stats those 4 blocks can be arrayed any which way.
      • Exotics seem to be an exception here and can roll with 10 blocks, with potentially a mix of 6 blocks in one cluster and 4 in another (max 4 for any one stat). Currently I'm not sure if this is only for pinnacle exotic drops, or all world exotic drops (not quest- or story-based).
    • Each block has a chance to roll as a higher value than 4, and could be a +1, +2, or +3 variety, up to a maximum possible value of 7. Higher-value rolls for each block of course have smaller and smaller odds of dropping.

    Below is an example of what this roll system might look like when deconstructed:

    Mobility (D2) Recovery (D2) Resilience (D2) Intelligence (D1) Discipline (D1) Strength (D1) SUM TOTAL
    Base Stat Value (always 2 for world drops) 2 2 2 2 2 2 [2 * 6] = 12
    Stat Block Allocation 1 2 1 2 2 0 8
    Block 1 Value (4 + 2) = 6 (4 + 0) = 4 (4 + 3) = 7 (4 + 2) = 6 (4 + 0) = 4 NA - - -
    Block 2 Value NA (4 + 1) = 5 NA (4 + 3) = 7 (4 + 0) = 4 NA - - -
    TOTAL STAT VALUE (2 + 6) = 8 (2 + 4 + 5) = 11 (2 + 7) = 9 (2 + 6 + 7) = 15 (2 + 4 + 4) = 10 (2 + 0) = 2 [8 + 11 + 9 + 15 + 10 + 2] = 55

    This theory aligns with much of what JP and others have found, including:

    • Why D1 and D2 stat clusters have close to the same stat values:
      • Because each cluster is allocated 4 blocks, each of which have the same odds of rolling bonus values up to +3.
    • Why individual stats with higher values take value away from other stats in the cluster:
      • Because the 4 blocks are all allocated to one stat as opposed to spread across all three.
    • Why the maximum roll for any stat is 30, and the "god roll" is 30 / 2 / 2:
      • Because if all 4 blocks are in the same stat, and each block rolls its +3 bonus value (total 7 per block), then you have 4 blocks * 7 = 28 +2 base stat value = 30.

    The rest of this post will detail my methods and other consequences of this theory, and where I began to diverge from JP's theory.

    Alignment with JP's Theory

    Much of what JP wrote up is still correct, including:

    • Stats are clustered into their associated groups.
    • Total armor stat value is distributed roughly evenly between those clusters (I differ on the mechanism behind that).
    • The max value of any individual stat is 30 (supported by this block theory).
    • Pinnacle drops / Exotics are more likely to roll with better stats (true but again I differ on the mechanism).

    Where I began to diverge from JP was the summary of the formula in his post:

    - Generate Total Stats (between FLOOR-68), where FLOOR changes based on the Activity/Loot Type.

    - Generate a cluster of stats, taking half of the Total insuring all stats have at least 2 and are no more than 30.

    - Generate a cluster of stats, using the remaining Total using the same rules as above.

    - Add a bonus of 0-10 to one of the clusters at random.

    The issue is that there was an assumed randomness in steps 2 through 4 regarding how stat numbers were allocated. In the data I've collected, I was seeing patterns that could not be explained by this assumed randomness.

    Unusual Stat Patterns

    I've collected data on 766 world-drop legendary armor pieces that can roll stats (class items not included). These don't include the data from JP's Google Form survey. I tabulated the distribution of stats, which you can see here.

    The most glaringly obvious pattern here is that not a single armor piece had any stat value between 3 and 5. If the random allotment of bonus points or normal stats was the proper mechanism, then we should see stat values of 2 much more rarely than we do now, and we should definitely see at least one instance of a value between 3 - 5.

    This made me think: What if a stat value of 2 is basically a null state - meaning the absence of any stat allocation? Then a stat value of 6 would be the first instance of one unit of stat value allocation. This is where the "stat block" idea first came from, that a value of 2 was the presence of 0 stat block units, and a value of 6 was the presence of 1 stat block unit. The difference between the two, of course, was 4.

    I also noticed other patterns in that same distribution. Just as there was a stat tier that began at value 6, another tier seemed to begin at 10 and grow to 12. A third tier appeared at stat value 16. A fourth at stat value 22. Notably, it was that fourth tier at 22+ where I saw that no other stats in that stat's cluster would have anything other than a value of 2. Thus, all stat block units were allocated to that single 22+ stat. From this information, I gathered four stat tiers meant four stat block units per cluster.

    There was more randomness to consider though. The distribution clearly showed many values ranging from 7 - 9. If a stat had two blocks, the lowest it could go would be (4 + 4 + 2) = 10, so stats with values of 7 - 9 had to have only one block. I then checked the distribution of stats 6 - 9 to see if there was a pattern:

    Stat Value Count % Share
    6 901 50.50%
    7 543 30.44%
    8 300 16.82%
    9 40 2.24%
    TOTAL 1784 100.00%

    This kind of blew my mind. The % Share distributions were pretty close to a preset pattern one might expect a developer to program into the system: [50.5%; 30.5%; 16.75%; 2.25%]. That might be reading too much into the numbers, but with nearly 2,000 sample I felt like this may be a fairly accurate representation of the odds any stat block has of rolling +0, +1, +2, or +3.

    Once I realized that having 4 stat blocks of maximum +3 value (7 each) in one stat, plus the 2 stat value minimum, would equal the 30 max value that JP deduced through the API, I was sold on this being a likely theory.

    Confirming Random Block Distributions

    At this point, to validate this theory, I wanted to test whether the data I'd collected matched an expected distribution of 4 block units allocated randomly to 3 stats. The number of permutations here is equal to 3 ^ 4 = 81. For example, out of 81 possible permutations of random distribution, only 3 options exist for all 4 stat blocks to be allocated to one stat (one option for each stat in a cluster). If you aggregate all 81 permutations by unique distribution regardless of stat, you get four different kinds of arrays:

    • [4 / 0 / 0] [3 / 1 / 0] [2 / 2 / 0] [2 / 1 / 1]

    You can calculate the probability of getting any of these cluster arrays pretty easily. So I went and mapped all the stat values across the 766 armor pieces to whether I believed they had 0, 1, 2, 3, or 4 stat blocks. Each armor piece had 2 clusters, so for the 1,532 clusters I got the actual distributions and measured against the expected distributions, using the following rules (mostly):

    • Values of 2 = 0 blocks
    • Values of 6 - 9 = 1 block
    • Values of 10 - 16 = 2 blocks
    • Values of 16 - 21 = 3 blocks
    • Values of 22+ = 4 blocks (only if both of the other two stats are at value 2, because 3-block stats can roll as high as 23)

    There's a tiny bit of fuzziness on some of the value ranges above, because I have maybe 8 or so pinnacle armor drops in the mix which tended to generate higher stats for each of the block distributions, so I always relied fundamentally on context within the cluster's array to tell me, for example, if a 16 was made of 2 blocks or 3:

    • If a cluster had 16 / 6 / 2, I knew the 16 had 3 blocks because only 1 block existed in the other two stats.
    • If a cluster had 16 / 11 / 2, I knew the 16 had only 2 blocks, since the 11 required 2 blocks as well.

    With that in mind, I applied my rules and calculated the results below:

    Stat Block Array Permutations Permutations % Share Actual Data Counts Actual Data % Share % Share Difference
    4 / 0 / 0 3 3.70% 51 3.33% - 0.37%
    3 / 1 / 0 24 29.63% 458 29.90% 0.27%
    2 / 2 / 0 18 22.22% 351 22.91% 0.69%
    2 / 1 / 1 36 44.44% 672 43.86% - 0.58%
    TOTAL 81 100.00% 1,532 100.00% 0.00%

    The actual data distribution aligns almost spot-on with what a random distribution of 4 blocks among 3 stats should look like!

    This data really was the clincher for me - I became much more convinced that this block theory was accurate after reviewing those results. I don't see how purely random distribution of a pool of stat points could account for those kinds of results.

    Remaining Anomalies and Exceptions

    There are still some behaviors I've yet to account for perfectly, but I have some ideas.

    --- 1) 4-block stats never roll lower than 22, and 3-block stats never roll below 16, even though their theoretical minimums are 18 and 14 respectively.

    I believe the system may provide a minimum bonus to the random block allocation, such that all 3-block stats get a bonus +2 minimum, and all 4-block stats get a bonus +4 minimum. Similarly, I've noticed that some 2-block stats can get as high as 17, and some 1-block stats as high as 10. This, admittedly, is a pretty fuzzy explanation, but I've not yet been able to deduce what may be driving that. More data is always needed!

    --- 2) 4-block and 3-block stats seem to cap relatively low given their potential range (26 and 21 respectively)

    This is explainable - during the Iron Banner event last week I got a few pinnacle armor drops that had 3-block stats at values of 21 - 23. I believe pinnacle rewards simply improve the odds of much higher block value rolls for 3- and 4-block stats. I just don't have enough pinnacle reward data to fill in that picture.

    --- 3) Exotics can still go above the theoretical limit of 68 (see here).

    Yep, and that's where I believe Exotics get a benefit that other legendary armor doesn't - I think they can get up to 10 stat blocks. The array on that exotic linked above is [9 / 14 / 13] [13 / 12 / 8]. Looking at likely stat block distributions, to me that looks like [1 / 2 / 2] [2 / 2 / 1]. I have another exotic in my inventory that also appears to have 10 blocks.

    Also, this exotic has an array of [6 / 7 / 24] [8 / 14 / 6]. To me that looks like [1 / 1 / 4] [1 / 2 / 1], which shows that a 6 - 4 block distribution between clusters may be possible too.

    If Exotics can get 10 stat blocks, then the total stat maximum for their armor could be 12 from base stats (6 * 2) + 70 from block stats (10 * 7) + 12 from masterwork (6 * 2) + 10 from mod = 104. That's close to JP's theory that Exotics / Pinnacle drops get up to a +10 bonus as well for a maximum of 100.

    --- 4) But this exotic rolled a 3 for Resilience!

    Yeah... I can't explain that. It's literally the only time I've seen a 3 in a stat on an Exotic or Legendary piece of Armor 2.0. I don't know what's happening there. Maybe it was pulled from collections? I'd need more data to investigate further.

    Conclusion

    If you made it to the end here, bravo. Seriously. It's taken me hours to write this, and weeks to get the data. It probably took you weeks to read this. Thank you.

    I'm fairly convinced on this theory at the moment, but it's still incomplete and can always use more data, as well as constructive criticism. I'd like to try to figure out some of the odd behaviors I noted above, and begin working on odds for that "perfect roll" and maybe a calculator that can analyze your armor stats and calculate the odds of getting a better one. I will likely update this with a link to a Google Sheets containing my data and work... once I clean up that horrendously disorganized workbook.

    Thank you again to u/JpDeathBlade, and everyone who helped them with their post and data collection. If you'd like to contribute your own inventory, please visit my Google Form and upload a CSV file of your armor data from DIM.

    submitted by /u/Testifye
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    I'm sick of Harpies and Shanks ignoring my Exotic perks

    Posted: 26 Oct 2019 02:35 PM PDT

    Experiment: go kill a Harpy with Graviton Lance, and observe.

    You'll observe it blows up like usual, as if Graviton Lance's 'Cosmology' perk didn't exist.

    This is, as Shaxx would say, bullshit.

    I'm not entirely sure off-hand how consistent this is, but it seems like enemies that explode when they die (Shanks, Harpies, Cursed Thrall) don't always fairly activate your perk. I remember in D1 a Cursed Thrall wouldn't reload your Bad Juju magazine. Not sure if that happens now, but I do think there's funny business going with those kinds of enemies and Graviton Lance, perhaps Sunshot, etc.

    submitted by /u/Faust_8
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    My Pumpkin in this years Family competition.. hehe

    Posted: 26 Oct 2019 03:48 PM PDT

    https://imgur.com/gallery/0cpTXGF

    I think the lord of the crucible would be proud! :)

    submitted by /u/Jedi_by_Design
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    Can we please get three Ordeal Nightfalls a week?

    Posted: 26 Oct 2019 08:13 AM PDT

    With the Ordeal nightfall being one of the only endgame grinds it'd be a lot nicer to have more strike variety and loot pools. What even is the point of normal nightfalls anymore? Just adjust the pools to mix since Ordeal can drop strike specific loot anyways and now we have more variety when we grind for ascendant shards and enhancement prisms/cores.

    submitted by /u/ZernikVoltage
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    Bungie in the future can you add armor sets to go with some exotics but the exotic completes the set

    Posted: 26 Oct 2019 10:02 AM PDT

    "How Season of the Undying completes some of Destiny's most fascinating stories" article written by 'My Name is Byf' for PC Gamer

    Posted: 26 Oct 2019 05:15 PM PDT

    https://www.pcgamer.com/how-season-of-the-undying-completes-some-of-destinys-most-fascinating-stories/

    Stumbled upon this article and it turns out Byf wrote a feature about Shadowkeep's lore for PC Gamer. That's seriously awesome. Let's show the article, and Byf, some love.
    Also, please feel free to discuss the lore mentioned in this article here.

    submitted by /u/CriticalRed
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    Ritual Gear should have anti-champion mods built in to make them more unique

    Posted: 26 Oct 2019 10:24 AM PDT

    I saw this from a comment by robo trex in dattos recent video so credit to him. I just really liked it so I'm posting it here :D

    submitted by /u/BrownMarxist_98
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    I've been in a standoff with another Guardian for over an hour over a tire.

    Posted: 26 Oct 2019 06:50 PM PDT

    My friends and I were in Sanctuary trying to get the triumph for perfect score on the tire game. Another Guardian came by to play, we let them buy and play their tires without any hassle. I then decided to make another attempt so I walked over and spent the 5 Helium Filaments to play, at which time this player-that-shall-not-be-named precedes to step into the tire shoot and refuse to move. I know I could have easily just left with my friends and come back later, but I'm a stubborn man and hold to my principles. I paid my materials, nobody else will play with tires I bought, fail or no fail. As of creating this post it's been roughly an hour and a half. Please for the enjoyment of others do not block the tire slot.

    TL;DR I paid for 3 tires, Guardian is blocking my tires, I will get my tires.

    Update: The stalemate actually last just over two hours, in the end the other guardian got out of the way long enough for me to dislodge the stuck tire from the slot, once it was released I just shoved it off the side of the cliff. While pulling out my ghost I did see the Guardian did resume his post in the slot as I returned to orbit satisfied that they wouldn't get the triumph off of my materials.

    submitted by /u/Mr_OIiver
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    Why is there still the delay between killing a boss and the actual end of the activity?

    Posted: 26 Oct 2019 11:42 AM PDT

    The first time I got screwed over by those random extra seconds was on my way to get the "After the Nightfall"-Emblem. I can´t even remember how many Nightfalls I had to retry because we killed the boss in time but due to the timer still running for what feels like ages the total time was too slow for the emblem.

    And now I had the exact same thing happen during the Crota time trial. We killed him way below 15 minutes but again the timer just adds another 10-20 seconds before the activity finally ends and so we ended up at exactly 15:00 and had to redo the whole thing.

    I know it is something that people who aren´t going for Triumphs or stuff like that don´t care about but why is something like this implemented in the first place? An activity should end with the main objective (killing the final boss most of the time) completed and not just keep on feeding the timer for no particular reason.

    End of rant..

    submitted by /u/bossgmbh
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    Zervreila Damm [UE4] | Destiny 2 Fanart

    Posted: 26 Oct 2019 12:42 PM PDT

    Twitter Post

    Video Flythrough

    Hey DTG, I recently finished an environment art project that was inspired by Destiny 2.

    Zervreila Damm is an abandoned hydroelectric power plant located at the base of the Zervreilasee reservoir in the European Dead Zone. You may recognize the location because you raid this power plant during the Lake of Shadows strike. I wanted to depict the power plant preceding Fallen occupation which is why the location is a lot more vibrant in relation to the game.

    Huge shout outs to Bungie's outstanding world building which helped inspire and motivate me throughout the project. The art team for this game is amazing and deserves all the credit they get. Original concept art created by Dima Goryainov for Destiny 2.

    submitted by /u/Wow4DWow
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    Exclusive Interview with Mike Salvatori and Skye Lewin about Shadowkeep's Soundtrack!

    Posted: 26 Oct 2019 11:23 AM PDT

    In this exclusive interview, Mike and Skye talk about how they created Shadowkeep's soundtrack with the rest of Bungie's music team! http://www.respawnshow.com/home-1/2019/10/24/mike-salvatori-and-skye-lewins-nightmare-inducing-soundtrack-for-destiny-2-shadowkeep

    submitted by /u/tonkafriend
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    If Classic Mix is CBMM, why am I matching people from Indonesia when I live on the west coast, USA during peak game times?

    Posted: 26 Oct 2019 11:06 AM PDT

    It's Saturday morning, there are almost 200,000 people playing right now on PC. I probably should not be matching in to 6 stacks half way around the world.

    Is there a chance your SBMM changes in the last few days may have borked something Bungie???

    submitted by /u/ee4lif3
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    Despite all design flaws and irrelevant loot Escalation Protocol is still of the funniest activities in the game.

    Posted: 26 Oct 2019 05:28 AM PDT

    Imagine it with armor being REALLY farmable and randomised weapons.

    submitted by /u/TheHellix211
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    It IS possible to reach 999

    Posted: 26 Oct 2019 08:26 PM PDT

    It IS possible to reach 999

    tl;dr: @Zupah is already halfway there and plans on streaming the "true ending of the Dreaming City."

    As we all know the (not true) lore entry act|choose|react that is pretty much a meme at this point states:

    Achieve Light Level 999 and defeat Dûl Incaru in a one-person fireteam to unlock the true ending of the Dreaming City.

    Currently the highest power player is @Zupah at 984 (951 base + 33 artifact) and currently has a season rank of 600.

    Using this post as a place to start, I was able to get a comprehensive table of all power bonuses, as seen below. This lines up with Zupah's screenshots on his Twitter showing some Season Ranks and the XP needed for the next one. After +20 there is 100k XP slapped on top, same with +30. This model assumes that the same will happen at +40. Any corrections to this are welcomed.

    Power Level Bonus XP Required Total XP Season Rank
    +1 55,000 755,000 7
    +2 170,000 925,000 9
    +3 280,000 1,205,000 12
    +4 280,000 1,485,000 14
    +5 390,000 1,875,000 18
    +6 500,000 2,375,000 23
    +7 610,000 2,985,000 29
    +8 720,000 3,705,000 37
    +9 830,000 4,535,000 45
    +10 940,000 5,475,000 54
    +11 1,050,000 6,525,000 65
    +12 1,200,000 7,725,000 77
    +13 1,300,000 9,025,000 90
    +14 1,400,000 10,425,000 104
    +15 1,500,000 11,925,000 119
    +16 1,600,000 13,525,000 135
    +17 1,700,000 15,225,000 152
    +18 1,800,000 17,025,000 170
    +19 1,900,000 18,925,000 189
    +20 2,100,000 21,025,000 210
    +21 2,200,000 23,225,000 232
    +22 2,300,000 25,525,000 255
    +23 2,400,000 27,925,000 279
    +24 2,500,000 30,425,000 304
    +25 2,600,000 33,025,000 330
    +26 2,700,000 35,725,000 357
    +27 2,800,000 38,525,000 385
    +28 2,900,000 41,425,000 414
    +29 3,000,000 44,425,000 444
    +30 3,100,000 47,525,000 475
    +31 3,200,000 50,725,000 507
    +32 3,400,000 54,125,000 541
    +33 3,500,000 57,625,000 576
    +34 3,600,000 61,225,000 612
    +35 3,700,000 64,925,000 649
    +36 3,800,000 68,725,000 687
    +37 3,900,000 72,625,000 726
    +38 4,000,000 76,625,000 766
    +39 4,100,000 80,725,000 807
    +40 4,200,000 84,925,000 849
    +41 4,300,000 89,225,000 892
    +42 4,500,000 93,725,000 937
    +43 4,600,000 98,325,000 983
    +44 4,700,000 103,025,000 1030
    +45 4,800,000 107,825,000 1078
    +46 4,900,000 112,725,000 1127
    +47 5,000,000 117,725,000 1177
    +48 5,100,000 122,825,000 1228

    If we extrapolate all this data out, we get an extremely high grand total of 122,825,000 XP or just over a Season Rank of 1228. Yes, this is ridiculously high and unrealistic. However at the rate Zupah is going at, we're halfway there to this "true ending."

    submitted by /u/realsonmann
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    The start game armor. Can we have it back please?

    Posted: 26 Oct 2019 01:03 AM PDT

    The armorI'm not sure how new light works but non the less, Hell maybe they don't even know the armor exists. Year 1 and 2 start game armor. Can we have it back is some form or another. I know Ikora used to sell it from season 1-3 but many people didn't get it all the sets.

    Solstice armor is the closes thing we have to getting it back but its just not the same, Even with the right shaders, You don't get the amazing gold eagle of the warlock, The white and red lions of the titan and the absolutely stunning snake skin shine of the hunter. I for one would really hate to see these beautiful armor sets to be lost to time, So I came up with a few ideas for bring them back.

    My first idea is to make them a reward for finishing the red war campaign (Ornaments or armor)

    Second idea is to make a quest to fix up the armor sets, Solstice style. Get players to go out into the world and find parts here and there, Bounties to get players to play things they wouldn't normally play or even just kill a bunch of things, I don't really mind.

    Third is just to give them to ikora again. Give her a thing to do with maybe challenging versions of missions to replay as an endgame activity, I know shes the season vender now maybe even give them to space grandma, Give her a use outside of events.

    I miss these set and hope to see them back in the game some time in the future. Doesn't have to be soon but if the amazing people who do the armor and loot (I don't know how things/teams work at bungie) aren't doing much maybe try and bring the sets back in one way or another.

    + You keep showing the armor in the vods and trailers and it makes me sad that I can't wear it.

    Update.
    Using the shaders at my disposal here is the best I could do to remake it and here's the Normal set

    submitted by /u/DutchTetra
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    Instead of re-using the Infinite Forest for every event, make Blind Well relevant again

    Posted: 26 Oct 2019 11:23 AM PDT

    Seriously, if you're going to retire old activities and content to expand D2, the infinite forest (and dare I say the whole planet Mercury) should be the first to go!

    submitted by /u/McSpankers
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