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    Sunday, July 12, 2020

    Destiny Daily Questions [2020-07-13]

    Destiny Daily Questions [2020-07-13]


    Daily Questions [2020-07-13]

    Posted: 12 Jul 2020 06:00 PM 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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    Long have I waited since they were first teased in the Destiny Alpha, now that the Darkness is here an illustration was in order. Animated version in the description.

    Posted: 12 Jul 2020 08:32 AM PDT

    https://i.imgur.com/2UVolUF.jpg

    Animated version is up on my Instagram here!

    submitted by /u/Azlaar
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    There's been one trend throughout all of D1 and D2 that's been very consistent: the playerbase is very happy when loot is plentiful and they get to feel powerful in PvE.

    Posted: 12 Jul 2020 11:01 AM PDT

    This game is driven by loot. Loot makes us happy. Yes, many parts of the game that provide loot can be and are fun, but a fun experience alone won't always be enough. Rain loot upon us like we're in Cascadia, not like we're in the American Southwest. Make loot more accessible like the Recaster and we'll be jumping all over ourselves to get engrams. Make raids and dungeons farmable and watch our raid play time sky rocket.

    Like, we stood in front of a cave for hours because it dropped lots of loot. That should have been the lesson there, not restrict our loot even more.

    But it also has to be meaningful loot. Weapons with perk pools we actually care about (this season has a lot of great new perks), and armour with high stat rolls (thiugh I understand the exact gamemode should dictate stays: end game content as well as powerful and prime engrams/rewards should have anywhere from a significantly higher chance of a high stat roll to a guaranteed chance; running Pit of Heresy to get a masterworked piece of armour with a lower total than any generic piece of gear I've got is not a good feeling).

    Loot = happy. Loot = more play time. Loot choices = even more happiness.

    submitted by /u/5213
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    Drang shouldn't cap at 1060, if Sturm doesn't have a cap.

    Posted: 12 Jul 2020 09:12 PM PDT

    Half of Sturms power is based on Drang. Without it, it's a pretty weak hand-cannon that doesn't get the nice buff from Drang. Drang should be an exception.

    submitted by /u/Ded-ded
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    I really hope the pyramid we explore on europa is actually filled with “the darkness” and not just more nightmares of enemies we’ve killed

    Posted: 12 Jul 2020 02:21 PM PDT

    That would be a massive boner kill. However, considering year 6's expansion, "lightfall", has a picture of a pyramid on it, I wouldn't be surprised if we didn't get a real look at the darkness until then. You know they're gonna drag the story out as long as possible.

    submitted by /u/Trialsishalfbaked
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    It is actually impressive how bad people are at Reckoning

    Posted: 12 Jul 2020 12:52 PM PDT

    Pro tip, use your fucking supers.

    You're on the bridge...use your super.

    What supers? The defensive ones.

    Kill boss how? Your weapons.

    submitted by /u/RobertdBanks
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    Just a reminder that the voice of Calus is also Samuel Hayden from DOOM

    Posted: 12 Jul 2020 05:13 PM PDT

    This season has been extremely rewarding for players who care to immerse themselves into the lore of Destiny

    Posted: 12 Jul 2020 05:46 PM PDT

    The Emissary dialogue in the wastelands, Nokris speaking in Savathun's court, the lore tabs for weapons, and most importantly then in game dialogue between Eris and Drifter. Obviously there have been plenty of posts about their witty divorced parents banter, but while playing contact I heard an EXTREMELY important piece of dialogue....

    Eris mentioned Quira by NAME. She talked about how Savathun poses great power to wield her. The drifter even makes cheeky comment that escapes me but he used the word "Dreaming", an obvious reference to the Dreaming City curse.

    Bungie likes to hype stuff up and then fall flat, but so far, at least from a narrative perspective, they're living up to what they said during their Shadowkeep vidoc. "Season 11 will be unlike any other time in Destiny"

    submitted by /u/Stewbeef12
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    Raid DPS in the Season of Arrivals

    Posted: 12 Jul 2020 07:47 AM PDT

    Edit: I've removed 1kv from the warlock suggestion for consecrated as people have brought to my attention it might not be performing as well as it (on paper) should be. Will test it more thoroughly and update the post again if I become more certain.

    Hi. back again this season. I made a similar post last season that I like to think helped popularize Xeno as a dps option, but now that we're seeing a lot of posts asking about boss dps I thought it worth writing up a new and updated post for DPS this season even if not much has changed. So here we go.

    Again I'll be going by each raid (and encounter if necessary). Things such as bubbles and wells will be assumed so I won't be mentioning them.

    Disclaimer: Again these won't necessarily be the most optimal DPS, but instead the most convenient/consistent DPS options.

    • Garden of Salvation.
      Consecrated Mind: Hunters and Titans - Xenophage
      Warlocks -Divinity/Whisper/Xenophage
      Sanctified Mind: Hunters and Titans - Xenophage
      Warlocks - 1KV/Whisper

    Notes: Nothing has really changed here since last season. Xenophage is still the braindead easiest option for titan and hunter. Warlocks are on div duty as per usual for consecrated and for sanctified a tether hunter is best. Though if no hunter is comfortable hitting the tether then a warlock can pick up the divinity again instead.
    Also to officially debunk this misconception. Divinity does NOT allow 1kv or xeno to crit. It is PURELY a debuff. You get no crit bonus whatsoever. These. Guns. Cannot. Crit. Thanks for coming to my Ted talk.

    • Last Wish.
      Kali: 6 whirlwind swords with plenty of oppressive nades - Falling Guillotine is by far the best sword
      Shuro: Swords again
      Morgeth: Guess what.. more swords :) - (Hit detection is a little weird here but at least with falling guillotine you shouldn't have any problems doing plenty of dmg for the 1 phase.) - Acrius/Whisper/Spike Gl's/Prospector are all fine here too.
      Riven: No one saw this one coming. Swords again!

    Notes: You can literally run swords for the entirety of Last Wish, makes it a pretty simple raid to set up for.

    • Scourge of the Past.
      Insurrection Prime: Whisper or unironically Heir apparent.
      Darci and Queensbreaker are being recommended by a lot of people, don't entirely recommend them myself but enough people seem convinced that I decided to add them here.

    • Crown of Sorrows.
      Deception: Swords again with oppressive nades, 1 person with anarchy for continuous shield breaks
      Ghalran: 6 acrius and plenty of oppressive nades

    • Leviathan
      Calus: As per usual, pretty much any decent weapon will do here.
      Spire: Wardcliff. You can run swords for a laugh but they can be a bit finicky with hit detection
      EoW: Whisper or a Special Sniper + Anarchy

    Notes: In terms of Special snipers the current best DPS option is Distant Tumulus with Tactical Mag, Clown Cartridge and Firing line. Sadly it's a hard gun to farm for so alternative options include:

    • Kinetics:
      Long Shadow (appended mag + triple tap)
      Tranquility(appended mag, firing line/fourth times the charm) - Getting Sunset
      Supremacy(tact mag/triple tap)
    • Energy:
      Ikelos (tact, triple tap/fourth times, high impact reserves)
      Persuader(tact, triple tap) - Getting Sunset
      Sole Survivor(appended, triple/fourth, firing line) - Getting Sunset

    • Honorable Mentions.
      Izanagis (+ Wendigo): Still remains some of the highest DPS in the game. Its considerably harder to run consistently though so I wouldn't generally recommend it.
      Grenade Launchers: Whilst not as popular as they once were (Anarchy aside) Spike 120s and 150s are still a solid dps option, prospector included.
      Tractor Cannon: Still a great gun but not necessary since this season brought back oppressive nades.
      Witherhoard: Pairs greatly with swords. Didn't mention it earlier as its not necessary but merely complimentary. More damage certainly doesn't hurt though. Can also be used with a heavy spike gl as a budget mtop/anarchy combo if you wanna shake things up a bit.
      4th Horseman(+ Wendigo): Same idea as Izanagis, works well on Ghalran for a 1 phase but again requires a fair amount of coordination and set up. So I wouldn't personally recommend it

    That concludes the post. Hopefully this helps anyone wondering about the various DPS metas this season. Though not much has changed, having oppressive back is really nice since it allows for there to be more people doing DPS now.

    submitted by /u/NyxUK_OW
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    Darci scope is apparently bugged

    Posted: 12 Jul 2020 02:25 PM PDT

    Not really that impactful, but ever since max power went above 1000, the darci sniper has been incorrectly displaying powerlevel on the scope (displaying it is part of its perk). Instead o showing 1070, It'll show 070, since it's only programmed to show 3 numbers instead of 4.

    Source

    Very small visual bug, but I thought I'd point it out

    submitted by /u/Pkmt1234
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    In Year 4, Completing a Raid Should Grant an Ascendant Shard.

    Posted: 12 Jul 2020 03:10 AM PDT

    Title. I understand why they might not want to make this a thing right now with so many raids available, but going into Y4 with only 3 raids I think having a guaranteed shard drop for a completion is no bad thing.

    It would also give a solid reason to keep running them after you get all the loot.

    Edit: I think the argument of: "raids are too easy" is dumb. Masterworking gear regularly is not feasible for most players, there needs to be more accommodating ways to earn shards. You could also make it a once per account per week deal if you're really concerned about people being able to push their masterwork from 9 to 10...

    submitted by /u/fishk33per
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    I'm actually really excited to fight the fallen in beyond light. It will be awesome to have the year off fighting hive and taken in the endgame.

    Posted: 12 Jul 2020 01:52 PM PDT

    I know we had garden of salvation, which was awesome, but forsaken was all taken in the endgame in the dreaming city and then we had crown of sorrow. We spent a year on the moon dealing with hive. I really loved the atmosphere in wrath. Scourge was short but fun. I really hope the fallen raid and endgame is fun for the next year.

    submitted by /u/destinyvoidlock
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    Wouldn’t it be crazy if Bungie added killstreaks? Jk Jk.................unless?

    Posted: 12 Jul 2020 06:21 PM PDT

    Let Polaris Lance generate Warmind cells if armor mod is present

    Posted: 12 Jul 2020 10:35 AM PDT

    Because why wouldn't/shouldn't it. It'd definitely be a lot more fun to use than it already is

    submitted by /u/TheScarletPromethean
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    How To Armor Stats: A Guide (and Excel template) for Curating Your Vault

    Posted: 12 Jul 2020 07:53 PM PDT

    Since Armor 2.0's introduction, Guardians have been flooded with armor that has random distributions of numbers across the six character stats of Mobility, Resilience, Recovery, Discipline, Intellect, and Strength. Opinions about Armor are like any other opinion: everyone has one. There are plenty of other guides on building loadouts in Destiny 2, and this guide is built upon the shoulders of many of these guides. I will give credit to those other guides as I go, but please feel free to provide links to other guides and write-ups below.

    With so many great guides and so many different criteria for what is considered a "great loadout", I wanted to share my methods for 1) determining what to hold onto when you're Vault is full of armor that you kept because "the roll looks good" and 2) how to organize and utilize the gear you keep in building the basis of your "great loadout".

    TL;DR

    1) 20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.

    2) User DIM LO to help you start building goods loadouts from your overloaded Vault.

    3) Scroll to the bottom for my excel template and guide that helps quickly add useful notes (based on common searches) to your armor in DIM.

    Armor Stats and Tier Bonuses: A Primer

    Totaled together, your armor's base stats influence your character's total base stat values, with possible values for each stat being 0-100. Every 10 points, each stat grants a "bonus" to your character in the form of an improvement to one or more of your in-game abilities.

    These 10 point breaks are referred to as "Tiers". Tier 0 is total stat value of 0-9 (no bonus), Tier 1 is total stat value of 10-19 (first bonus), Tier 2 is total stat value of 20-29, and so on to Tier 10, which requires 100+ in the stat and provides the "best" bonus. (Note: any points above 100 is considered "wasted" and grants no further bonus.) You can view these in-game on your character screen by moving your cursor over each stat to the right of your character.

    For example, every character in destiny has a base Super Ability Cooldown of 7:12. This means standing still, not slaying, not picking up orbs of light, it takes 7 minutes and 12 seconds for your super to recharge after use. Increasing your character's total Intellect stat value to 10-19 grants the Tier 1 bonus, which decreases your Super Ability Cooldown to 6:22. Here's some tables that shows the bonus provided for each stat at each tier by class (original template courtesy of /u/doormango, I adjusted Resilience tier values since it appears Resilience Tiers 5-8 were changed, I did a full verification of Hunter (spotted a nerf in Hunter melee cooldown compared to other classes), spot checked Titan/Warlock values, and gathered numbers for class ability cooldown tiers for Hunter, Warlock and Titan):

    Hunter

    Tier 0 1 2 3 4 5 6 7 8 9 10
    Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
    Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
    Mobility (Class Ability Cooldown) 0:28 0:26 0:25 0:24 0:22 0:20 0:18 0:16 0:13 0:11 0:09
    Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
    Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
    Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
    Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
    Strength (Melee Ability Cooldown)\* 2:00 1:49 1:40 1:36 1:20 1:09 1:00 0:53 0:48 0:44 0:37

    * It appears that Hunters have longer Melee ability cooldowns compared to Warlock/Titan. I couldn't find patch notes for this. It appears that this may have been introduced with Season of Dawn (unconfirmed). I suppose this is because Hunter Melee can be fully recharged with Gambler's Dodge and the weighted throwing knife is a ranged OHK.

    Warlock

    Tier 0 1 2 3 4 5 6 7 8 9 10
    Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
    Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
    Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
    Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
    Recovery (Class Ability Cooldown) (can't get my stat this low!) 1:43 1:31 1:22 1:15 1:08 1:03 0:59 0:51 0:46 0:41
    Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
    Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
    Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32

    Titan

    Tier 0 1 2 3 4 5 6 7 8 9 10
    Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
    Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
    Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
    Resilience (Class Ability Cooldown) 0:52 0:46 0:41 0:37 0:33 0:30 0:28 0:25 0:21 0:17 0:14
    Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
    Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
    Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
    Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32

    Aztecross does a fantastic job of going over the built-in diminishing return points on these stats in this video. His video is from January, so there have been a few tweaks to the data since then. Regardless, the bottom line: there are 'break points' built into each bonus (apparently aside from Recovery) that give you markedly less bang for your 10 stat points. Go watch that video, I'll wait.

    The Stat Point Pool: Optimal Efficiency and Double/Triple 100 Stat Builds

    Strap in, we're going to talk theoretical perfect rolls and then come back to reality.

    The general minimum base stat total for any given piece of armor (aside from class armor) is somewhere around 40 (the Armor 2.0 Solstice Armor dropped at 46, and it is hard to verify a minimum since no one seems to care talk about this and they're often instantly sharded). The general maximum stat total is somewhere in the neighborhood of 70. So let's do a few experiments with these numbers.

    Armor Slot Minimum Total (base) Maximum Total (base)
    Helmet 40 70
    Gauntlets 40 70
    Chest Armor 40 70
    Leg Armor 40 70
    Class Item 0 0
    Total Points 160 280
    Theoretical Max Tiers 16 28

    For the sake of a complete discussion, I am going to review Masterworking armor here. In short: masterworking any piece of armor will grant +2 to every stat on the armor, for a total gain of +12 points per armor piece. Here are those same theoretical pieces from above, masterworked. (...masterworking a 40 base stat piece *shudder*.)

    Armor Slot Minimum Total (base) Maximum Total (base)
    Helmet (Masterworked) 52 82
    Gauntlets (Masterworked) 52 82
    Chest Armor (Masterworked) 52 82
    Leg Armor (Masterworked) 52 82
    Class Item (Masterworked) 12 12
    Total (Masterworked) 220 340
    Theoretical Max Tiers 22 34

    Let's convert these into total "Tiers". Let's assume that absolutely no points are wasted and we were able to build a loadout that had each stat ending in a 0. Let's also assume that we have exactly 100 in any stat per 100 points in the pool.

    With a full loadout of 40 point armor, you coul theoretically achieve a T10/T6 build. For example, a Hunter could have T10 Mobility / T6 Recovery WITHOUT MODS. If you added general armor stat mods, you could bring the T6 stat up to T10. Every single other stat would be 0 and you would have the base values for all of those abilities driven by the other stats. These Theoretical Minimum Optimum Armor Pieces (TMOAPs?) would each have 25 Mobility/15 Recovery.

    With a full loadout of masterworked 70 point armor, you can theoretically achieve a T10/T10/T10/T4 build. For example, a Hunter could have T10 Mobility / T10 Recover / T10 Intellect / T4 Resilience. These theoretical optimum armor pieces would each have (after masterwork) 24.5 Mobility / 24.5 Recovery / 24.5 Intellect / 9.5 Resilience (those half points would be divided between the pieces for whole numbers). However, masterworking provides +2 to all stats, which would mean that you would always have 10 points minimum in each stat, and theorycraft eats it's own head from this point forward.

    Sounds great, right? Here's the rub: Armor 2.0 very, very rarely (almost never?) rolls with any given stat value at 0 (or 1). Additionally, ~50% of Armor 2.0 drops have any stat at 2. In short, your smallest stat on any given armor piece is most likely going to be greater than 2. You're basically always going to have points allocated to the "wrong" stats for your build. In fact, there's strong evidence to support a theory that the total points are almost always evenly split up between the "D1" stats of Mobility/Resilience/Recovery and the "D2" stats of Discipline/Intellect/Strength.

    What about the other end of the spectrum? Realistically, what should you expect to see as the maximum value for a stat on an armor piece? I have curated my Vault for a while and done more than a few passes to clear out obvious junk. Of 377 current pieces (ugh, time for another pass (hat tip to Umbrals)), the breakdown of "highest single stat" on all of my armor are as follows:

    Highest Base Stat Value # of Armor Pieces with a highest stat in range
    <1 (class items) 32
    1-10 (largely Armor 1.0 holdovers) 39
    11-20 238
    21-30 67
    31+* 1

    \ (I have a single blue) "War Mantis" Hunter Gauntlets that rolled a total of 50 points with the distribution Mob 32 / Resil 4 / Recov 14 / Disc 0 / Int 0 / Str 0. I keep it in formaldehyde as a specimen.)

    So ~63% of the armor I have saved has a "highest single stat" of 11-20. Without getting any further into the weeds, I have 52 items with at least one stat = 20. This is the highest count for any specific value of the 'highest single stats' I have, and we'll get into exactly why that is shortly. In short, the maximum value that you're ever going to see on armor is somewhere between 20-30, with 20 being the most common value of significance.

    What about base stat totals? Using my Vault of 377 pieces of armor (that Ramshackle Cryptarch is SO hungry), most of the armor I've held onto is somewhere between 50-67 total points (285 to be exact). No big surprises there.

    Finally, let's quickly dip into triple-100 builds. Bungie is not a fan (search "Powerful Friends"). My gut tells me that anything that enables "easy" triple-100 builds is going to get hit with a nerf when they can figure out how to do it.

    Where does this leave the theoretical discussion above? In short: in the dumpster. You may run across folks who have had monumentally fantastic luck and have managed to get four pieces of armor that come CLOSE to the theoretically optimal masterworked armor base stats T10/T10/T10/T4, but for the rest of us mortals, you're going to want to set your sights on somewhere in the neighborhood of 240-260 total base points, which gives you a total Tier 26 build, which can realistically approach T10/T6 (and some change) WITHOUT A SINGLE MOD.

    But wait! There is one nugget that we can extract from all the theoretical stuff above. Remember TMOAPs? Remember how I said that the theoretically perfect roll for the minimum (40 point) armor is 25/15? And remember how I said that I've managed to accrue 285 pieces of armor with 10-27 more points than that? Now we're cooking with gas.

    Kill Your Darlings: Embrace 20+/15+

    You're in between rounds of crucible, you turn in some bounties, and your screen is completely taken over with Gambit and Crucible rank up notifications. With it comes a pile of purples. Or, you pop by the magic trashcan and crack some umbrals and have 10 new shiny pieces of armor in your inventory. Those totals are insane! Bungie has really made it easy to get high rolls on the Arrival armor. Oh man, high mobility AND high discipline? But this one is high mobility AND high intellect! How bad is my current resilience? What are you supposed to keep and what are you safe to throw away? My advice is simple: 20+/15+

    20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.

    Notice how I didn't say anything about the stat total? That's because it's nowhere near the most important thing to consider in your armor. Recall above how I explained that there are ALWAYS wasted points and that is built into the system as arbitrary limits by Bungie themselves. If theoretically perfect pieces dropped every time, the armor "grind" would stop for most players after a couple of hundred drops. With their 'invisible' guiding hand, there is almost ALWAYS going to be a better piece of armor out there waiting.

    So what does 20+/15+ get you? First, it gets you a vault full of armor that can be combined into useful builds. This whole post precipitated out of a post from u/Tha_Hand yesterday. In that post, he sang the praises of Destiny Item Manager's (DIM) Loadout Optimizer tab. Here's Ace from the DIM team explaining the basics of how to use DIM LO. Once you're happy with the results, save the loadout in DIM and you're off to the races. You can add notes to your loadout pieces right inside of DIM (ex. "Part of T10 Mob/T6 Int Build")

    The biggest benefit to 20+/15+ is that you're giving LO a cultivated list of armor that has TWO key stats that can be used to approach the desired tier as efficiently as possible. If you've gathered 4 pieces of armor that 20+ in mobility and 15+ in intellect (or vice versa), you can use those to get your base stats to 80+ mobility and 60+ intellect WITHOUT MODS OR MASTERWORK. The obvious optimum value is 25, but getting a roll greater than 25 allows you to pick up slack in another slot (ex. 29 mobility on your helmet evens out 21 mobility on your leg armor.)

    From a position of 80+/60+, investing the materials into masterworking this armor (and your class item) will give you 90+/70+, which leaves you with 4 tiers to make up with mods, though Tier 9 is often a great place to be. Or, if your short on masterwork material like most players, forgo the MW and slot general mods as desired. One of the key things about 20+/15+ is that you're keeping armor that can be brought very close to theoretical optimacy with the single General armor mod slot you have to work with on that piece of armor (and a single Powerful Friends mod for +20 Mobility, or a single Radiant Light mod for +20 Strength).

    Is 20+/15+ ironcald? Hell no. I quite often hold onto pieces that are high total with only one 15+, too. Don't forget about the theory that total points get split between the D1/D2 stats. In that theory, even a 60 point armor piece is going to try and divide ~30 points between Mobility and Recovery, which is only going to get you something around 15 Mob/15 Recovery towards a Mob/Recov build. To that end, T6/T6 Mob/Recov is the best you're likely to pull off with base stats alone. In my case, DIM LO says I have 32 possible combinations that get me a T6/T6 build without mods or MW. I can use the little swap icon/"Choose another item" button to fine tune the load out for the seasonal mods I want and then hit Equip.

    Also recall that there are certain points in certain stats where it isn't really worth adding more points than necessary. You can easily work out what Tiers you want to hit in your armor build and then work out what your cutoff is for a stat. Always want T6 in Resilience or Intellect? Then you don't need to keep anything higher than 15 Resilience EVER.

    How to Manage Your Vault

    (I'm going to cut a corner her and paste in a write-up I did on my method for using spreadsheets (Microsoft Excel) to manage my armor with DIM.)

    I find myself doing the same searches a LOT in DIM. One thing that DIM doesn't do (yet?) is allow you to append notes to the results of your searches. Say you wanted to note armor that is 20+ in any stat. You can do this with the search 'basestat:any:>=20' and then go item by item, making notes. But this can be done really quickly by exporting your armor data to Excel and turning your common searches into formulas. I've done just that for many of the metrics that I discussed above (and a few more).

    Examples:

    There's a manual note field that I use for ad hoc notes (usually why I think I should keep a piece that would otherwise be junk).

    Each stat has a column that figures out if the stat is 15-19 or 20+.

    I do a lookup on the whole column to tag pieces that have the current max base value in each stat.

    I do a check on each piece by class/slot to see if the total of the base stats is the max.

    There's a "GODROLL" column that uses a column that is a textjoin of all of the stat note columns and checks for a 20+ AND a 15-19, and an "ULTRAROLL" column that checks for more than one 20+.

    I end up with DIM notes that look like:

    GODROLL!!!,(Exotic),Mob15-19,Max Disc,Disc20+,Total60+, 

    These notes are sometimes much quicker than composing DIM searches, and they're displayed right on the items when you inspect them in DIM. (Why did I keep this? Oh yeah, it's got the highest Str of all of my Hunter arms.)

    Here's the template file (hosted on Google Drive, no macros, just formulas)

    There's a tab that's ready for you to paste in your data and a tab with some old data of mine in place so you can see how it all looks when set up. I took out the ID and Hash because, of anything, that's what's unique to my stuff and I don't think it's necessary for the example anyway.

    It uses tables and formulas that are not compatible with Google Sheets, so you'll have to download the file and use it with Excel or an app that uses spreadsheet tables (not sure if OpenOffice Calc fits the bill or not).

    Here's a quick-and-dirty guide on how to use it.

    In DIM, click the 'gear' icon in the upper right to go to Settings, then scroll down to the 'Spreadsheets' heading. In the section labeled "Inventory spreadsheets", click the 'Armor' button and download the CSV.

    Open my armor review template and the DIM CSV side by side in your spreadsheet app.

    In the DIM CSV, delete the column header row (row 1) and then select the new cell A1 and press Ctrl+A to select the entire range, then press Ctrl+C to copy the data.

    In my armor review template, make sure you're on the 'ArmorReviewBlank' tab, click into A2 and then press Ctrl+V. The DIM data should lay down into columns A through AU, and the formulas that are in AY through BO should auto-cascade and calculate.

    The next step is to take the formula that is included in row 2 of AW (just the formula) and paste it into the DIM 'Notes' column (column AI). If you don't have any notes of your own, you can just paste it through the whole column. If you have preexisting notes that you want to preserve, I recommend copying those notes and pasting them into my ManualNote column (column AX). Once you've preserved your notes, wipe out column AI and then paste the formula from AW2 into AI from top to bottom. You should end up with a column that concatenates your manual notes and all of the stat notes into a comma separated string.

    You can then sort the notes column Z-A to group all of the armor that got any sort of note to the top, then look through what's left. The world is your oyster at this point. I try to make sure that I hold onto at least one of each seasonal mod slot in each armor slot on each class. Most of the times, the well-rolled pieces cover me, but sometimes I have to hold onto something that doesn't fit my automated criteria. I'll also make notes on things that are special to me, like well-rolled Armor 1.0, Event armor, etc. Everything else I either leave blank or add a note like "Probably junk". You can overwrite the formula for any given row and it shouldn't impact the rest of the column, so you can--for example--mark all of the pieces that only have a note of 'Resil20+' as "Probably Junk".

    To get your notes back into DIM, you have to convert the spreadsheet back down to static data as a CSV. According to Ace from the DIM Team, you really only need ID, Hash, Tags, and Notes. The easiest way to do this without blowing up your XLSX and losing the formulas is as follows:

    Right click the 'ArmorReviewBlank' tab at the bottom, then choose "Move or Copy...". The Move or Copy interface window will come up.

    In the "To Book" dropdown, select '(new book)'. Check the 'Create a copy' block at the bottom. Click OK.

    A whole new spreadsheet will be created with just a copy of the sheet you have populated. To save as a CSV, click File -> Save As, browse to where you want to save the file, then use the filetype dropdown to select 'CSV (Comma delimited) (*.csv)'. Then, type a name, like 'dim-import' and click 'Save'. Your folder should now have 'dim-import.csv' in it.

    Back in DIM, on the Settings->Spreadsheet section, you can click or drag and drop you CSV into the 'Import tags/notes from CSV' area. DIM will prompt you to ask if you really want to import the notes, hit OK. DIM should then tell you that it imported notes for X items.

    Et voilà, your armor pieces should now have a bunch of useful notes that you can search and use to quickly spot pieces to transfer to your character. You can use whatever 'probably junk' note to highlight those items (DIM search 'notes:"probably junk") for a quick review and then a trip through the wood shard chipper. If you click the dropdown v arrow next to your current character you can even click 'Transfer search "notes:"probably junk""' and it'll move EVERYTHING that is highlighted to your current character for sharding.

    Conclusion

    This post is by far the most 'work' for a game I've done on a weekend in lieu of playing the game. Hope you enjoyed it and find it useful. PM me your insanely rolled blues.

    submitted by /u/Serena_Altschul
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    The New Pacific Arcology is peak Bungie world design- It deserves to return someday

    Posted: 12 Jul 2020 08:45 PM PDT

    Walking slowly through this area to look for Savathun's eyes made me realize how much I had missed when I would just race through it for the strike. Hands down one of the most beautiful locations in the game, and one that deserves a triumphant return one day. Such a shame it was so underutilized.

    submitted by /u/infinitevoyage
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    Gunslinger slow melee bug is still a thing

    Posted: 12 Jul 2020 07:06 PM PDT

    When using the gunslinger sub-class, if your melee ability is available, your melee speed will be considerably slower than it is supposed to be (even slower than warlock). This was pointed out 6
    MONTHS ago by u/ryubuxau and has still not been fixed even when the original post (link below) was noticed by Bungie staff.

    Original post (w/proof): https://www.reddit.com/r/DestinyTheGame/comments/ecqiyp/bugged_gunslinger_melee_speed_now_with_proof/?utm_source=share&utm_medium=web2x

    I understand that Bungie staff have to fix A LOT of things every day and stuff might fly under the radar but this bug has been out for a minimum of 6 months and is extremely detrimental especially in pvp (even more so in trials).

    submitted by /u/Kaboudou
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    Bring back the Rift game-type in the crucible!

    Posted: 12 Jul 2020 01:21 PM PDT

    Need I say more?

    submitted by /u/UNSC_117
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    Auras were a missed opportunity and it’d be great to see them come back

    Posted: 12 Jul 2020 02:19 PM PDT

    For those that don't know, there used to be auras in the game that were tied to emblems. Most were Nightfall emblems while a couple were from guided games for the raids.

    I always thought that they were really cool cosmetics that were never expanded on. Imagine getting an aura from finishing a title or a raid aura. Personally, I'd really love to see some cosmetics to chase in the game outside of ships, ghosts, and sparrows.

    submitted by /u/AmbidextrousWaffle
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    Solo Prophecy Flawless Ruined

    Posted: 12 Jul 2020 01:28 PM PDT

    Wanna hear a funny story?! Was going for my flawless run, made it all the way to the final boss without dying. Got the boss below half health, and on my 3rd damage phase, I tried popping a bubble on my titan and I got stuck in a frozen animation of my titan popping said bubble. Not being able to move, the boss sprayed me down and I died. Hahaha, pretty funny right?! ಠ_ಠ

    submitted by /u/CrazyKangaroo13
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    Doing old raids for the Triumphs makes the Seasonal power grind seem really boring

    Posted: 12 Jul 2020 05:22 PM PDT

    There's so much more to the game than doing the handful of Pinnacle activities and it is sad that the seasonal power grind results in many fun parts of the game being ignored.

    submitted by /u/relicblade
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    Hey Bungie, please stop staggering the release of Exotic Catalysts.

    Posted: 12 Jul 2020 02:34 AM PDT

    Since Forsaken launched, Bungie has released 39 Exotic weapons (40 if you count the not yet obtainable Traveler's Chosen). Of those, 15 have received catalysts. Of those, 8 had their catalyst released concurrently with the weapon's release (the season pass exotics, Outbreak Perfected, Bad Juju, Fourth Horseman, and Ruinous Effigy). I really don't see why they're dragging their feet with these. Now someone might say "delaying a catalyst release gives Bungie something easy to drop into the game for players to grind for during a gap in content releases", but they haven't really used them that way. Compared to the drop rates of the Y1 catalysts, subsequent drop rates have been basically guaranteed with the notable exception of the Fourth Horseman's. I got my Ace of Spades catalyst after 1 strike when it released and I got my Trinity Ghoul catalyst after one crucible match at the beginning of this season and from what I've seen, that's been most players' experience with recent catalyst releases. Bungie, please, if you're not going to use catalysts as aspirational drops for players to grind for, then don't bother holding them back. Let us enjoy the full potential of our shiny new toys when we get them.

    EDIT: As many have pointed out, a simple change Bungie could make is to just change Exotic Weapons so that they are intrinsically masterworked and thus can create orbs on multikills and have kill trackers. I think that would be ideal if they wish to continue using catalysts as a way to reinvent underperforming/ underused Exotics.

    submitted by /u/Hindi_Hammer
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    Remember when rocket launchers were awesome in Destiny 1? They've NEVER had their full moment in Destiny 2. I hope this changes.

    Posted: 12 Jul 2020 08:53 AM PDT

    They were good enough during year 1 but EVERYTHING was so underpowered, it didn't matter. They could be used on riven during year 2 with auto reloading. They've been neglected and basically useless for all of year 3. Having one in the tube has really crippled them. I hope they become relevant in year 4, with at least a buff of magazine size.

    submitted by /u/destinyvoidlock
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    I drew my Guardian OC and her prized cannon :D

    Posted: 12 Jul 2020 10:18 AM PDT

    First time on reddit, first post ever! I drew my guardian, Kahn The Sorcerer, she's a polite and innocent appearing warlock with a relentless fierceness hidden beneath all that babyness. Her ghost is named Crispy and her hand cannon is a six shooter revolver she's named "The Spell", she made it by hand with help from Banshee-44. Can't upload a pic here for some reason but i have an Imgur link, https://imgur.com/g3OwdEw i hope it looks cool :D (PS i didn't draw the ghost in that image, i didn't have time :(

    submitted by /u/Axon_Prime
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