Is it better to stop a slot machine? Tips and strategies
Is it better to stop a slot machine? Tips and strategies
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Ask the Slot Expert: When should I give up on a slot machine?
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How Much Time to Spend at Slot Machine - Casino News Daily
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Facing a Reel Dilemma on Slot Machines: Should You Stop
When Should You Speed Stop a Slot Machine? – Know Your Slots
should you stop a slot machine
should you stop a slot machine - win
[Suggestion] When opening cases you should be able to stop the sliding like a slot machine.
Anyone else feel like this would make cases a lot more interesting to open? Of course it would be to a reasonable amount. It reminds me a lot like the weapon slots machine in Borderlands 2.
Why I'll never stop buying GME, and why you probably should
When I turned 18, there was a casino about 2 hours away on a reservation that I could get into. We'd get paid on Friday night, head to the gas station near us that would cash a paycheck, pile into my crappy little Ford, then make the drive. We'd get there a little before midnight and everyone had their own game. The second time we went, one of my friends was hypnotized by the craps table. There were 16 players standing around this sea of green, and every minute or so, you could hear them screaming at the top of their lungs like they just won a million dollars. On the way home that night, I taught him everything I learned from books I'd read about the different bets. "Smart" bets where the house edge was only 1.4%, all the way down to the risky ones where the house edge was over 10% (meaning that for every $100 wagered, you should expect to lose $10). The next time we went, we hung around the table, trying to figure out the right way to bet. It seemed a little complicated, so we tried other games. At the end of the night, I had the last $10 and he asked if he could borrow it to go place a bet. I handed it over, then went to the bathroom in preparation for the ride home. When I finally found him again, he had a stack of chips in front of him. He had been gone for about 5 minutes and already turned $10 into a few hundred. Well, if you can turn 10 into 100, you can turn 100 into 1,000 just as easily. We left empty handed that night, but I'll never forget the rush. I loved blackjack. I learned how to play at an early age from my uncle, who would always cheat and take my money. He'd say "I just taught you a very valuable lesson." He actually taught me two: 1) if you play against a casino, you may have a good night and win thousands of dollars, but if you keep going back, you'll eventually have nothing left. 2) My uncle was a scumbag who continually cheated and took my money, then told the family I was a poor sport and they couldn't understand why I hated doing anything with him. One of my earliest memories at the casino was running $100 at the blackjack table into $3000, which is more than I made in a month of bussing tables. I went home, paid my rent and blew the rest on useless things I can't even remember. What does any of this have to do with $GME? Well I'm still chasing the same high as I was when I was 18. I don't go to the casino anymore, but I've got something even better on my computer. I bought $2k worth of weeklies on Jan 25. Before everything crashed, they were worth over $100k, more than enough to fix most of the problems I've caused in my life. BUT, I was still standing around that craps table. The roller had just made his 30th point in a row, $GME was on fire and couldn't possibly roll a 7! I put my 2k back in my pocket and shoved the rest on the pass line. A few minutes later, the croupier inevitably yells "7 out!" and just like that, I'm back to nothing. Now I do what every moron around the table does. You reach back into your pocket, pull out the 2k and make a deal with your maker. "Just let it happen one more time. I won't be greedy THIS time and I'll stop when I hit 50k." I stop looking at the smart bets and start eyeing the center of the table, where hard ways are paying 10:1. Yeah, that'll be how I get back to 50k. A couple of those in a row and I can put a down payment on a house. 5 minutes later, I'm on my way out to the car and I feel like I've been punched in the gut. Again. Every one of you in this subreddit is another person sitting at the casino. Everyone has their game. The people holding $GME stonks right now? You're playing baccarat. If you've never heard of it, it's what James Bond plays in the old movies. It's about the most boring thing you can do. Two hands are dealt and you're betting on which one wins before anything happens. There's no actual skill and it's the same thing as betting heads or tails, while losing 1% of your bet every time. The people who cashed out and picked something else like $AMC or $BB? Those are the slot players. You had a big hit and now you're going to switch machines because the other ones are "due". You're looking for the exact same magic, thinking there was something smart in your play, when it was really just dumb luck in timing. The people saying "If Daddy Elon or Cowboy Cuban gets in, we can trigger a squeeze!" You're the guy who spent too much money in the first 20 minutes of the trip and now you're begging everyone else for a loan. Tldr: Nothing is happening with $GME. Stop saying "tomorrow is the day." Billionaires are not coming to bail you out. If institutional investors come in, they're waiting for this constant downhill slide to end at where the stock belongs, probably around $20. You can't trigger shit by holding. The HFs will outlast you. Edit: Screenshots from the worst 40 minutes of my financial life https://imgur.com/a/MlTRJmx Edit 2: JFC, some of you are takin WSB way too seriously. You should not be using reddit for DD. Also, this is not financial advice. Don't take financial advice from someone who tells you stories about chasing highs at casinos. Edit 3: This is WSB, my dudes. I'm glad most of you were entertained by my story. For the few of you who got that worked up by a random stranger on the internet telling you that he's a degenerate, you may actually have a problem. https://www.ncpgambling.org/help-treatment/
My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.
Hey Guardians!
I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result. Ok so what will you be able to accomplish with this build? · You and your allies will be able to have a consistent character speed boost · You and allies will have a 100 reload and boosted handling consistently · You will have a consistent 50% damage reduction · You will be able to heal yourself in large chunks on demand · You will have boosted grenade damage and cooldown · Your allies will receive boosted grenade cooldowns · You will be able to stun overload champs · Break barrier champs’ shields · You will have a 30% modifier boost to your super damage (in our case chaos reach) · And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet) I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.
Subclass:
Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.
Pulsewave:
This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.
Chaos Reach:
While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.
Ionic Trace:
This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.
Grenade and Rift:
My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand. Now that we know what abilities we are working with let’s talk exotics and other weapons.
Tommy’s Matchbook:
This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.
Verity’s Brow:
While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?
Geomags (Alternative Option):
I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.
Kinetic and Heavy weapons:
For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).
Mods:
OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.
Helmet:
Affinity Solar Ashes to Assets 3 cost (2x) “Gain bonus super energy on grenade kills” As we are a grenade-based build having a stack of A2A is super helpful for regening our super. Taking charge 3 cost “Become charged with light by picking up orbs of power” Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light. Minor Discipline 1 cost Not necessary but a small boost to discipline can only help.
Arms:
Affinity Solar Anti-Barrier sniper 6 cost “Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions” Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off) Sustained Charge 4 cost “Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.” Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.
Chest:
Affinity Void Stacks on Stacks 4 cost “gain an extra stack of charged with light for every stack you gain. –10 recovery” This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon. Sniper Reserves 3 cost (x2) Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.
Legs:
Affinity Solar Recuperation 1 cost (x2) “replenishes health each time you pick up an orb of power” This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints. Heal Thyself 4 cost “while you are charged with light, grenade final blows heal you and consume one stack of charged with light” Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw. Recovery 4 cost Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.
Class:
Affinity Void Volatile Conduction 6 cost “Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation” When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end. Surge Detonators 2 cost “arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output” Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys. Protective Light 2 cost "While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts." If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back. Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.
Playstyle:
So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.
TLDR:
Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller. Helmet: Affinity Solar Ashes to Assets 3 cost (2x) Taking charge 3 cost charged with light. Minor Discipline 1 cost Arms: Affinity Solar Anti-Barrier sniper 6 cost Sustained Charge 4 cost Chest: Affinity Void Stacks on Stacks 4 cost Sniper Reserves 3 cost (x2) Legs: Affinity Solar Recuperation 1 cost (x2) Heal Thyself 4 cost Recovery 4 cost Class: Affinity Void Volatile Conduction 6 cost Surge Detonators 2 cost Protective Light 2 cost Exotics: Tommy’s Matchbook Verity’s Brow or Geomag
Conclusion:
And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build. Edited to fix information regarding chaos reach dps and fixing my inability to spell.
New Landing Zone added in Eventide Ruins for all players who complete the Beyond Light campaign.
Dreaming City
The Reverie Dawn armor set has been reissued with a new max power cap and the Combat Style mod socket.
The Waking Vigil, Vouchsafe, Retold Tale, and Sleepless weapons have been reissued with a new max power cap and new perk pools.
Dreaming City weapons that have reached their max power caps will no longer drop once you have obtained the item once, allowing collectors to fill out their collections while ensuring that subsequent item drops remain usable in difficult activities.
Fixed an issue where Petra's map icon could blink even when there was no quest to talk to her.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed an issue where one of the portals to the Confluence was missing.
Fixed an issue where some Shuro Chi dialog lines could play twice when picking up a patrol beacon.
Fixed an issue where lighting would noticeably pop when moving between Rheasilvia and Harbinger's Seclude.
Malfeasance Quest
Fixed an issue where Taken Acolytes were missing their Void shields during the Malfeasance mission.
Fixed an issue where it was possible to fight the Ogre bosses without triggering the darkness zone.
Dark Monastery
Fixed an issue where some areas that were supposed to be private were, in fact, public, and fireteams could block each other's progress.
Fixed an issue where Toland could be missing from Ascendant Challenges.
Fixed an issue where patrol completions in Dreaming City weren't counting towards the "Wisdom of the Witch" Triumph.
Fixed an issue where Ahamkara Bones were failing to spawn in Agonarch Abyss.
Fixed an issue where Ahamkara Bones were failing to spawn in the Cimmerian Garrison.
Fixed an issue where the Lore of Luna Triumph was not progressing when completing Toland patrols.
Fixed an issue where the Run the Gauntlet Triumph wouldn't progress when completing the time trial in the Cimmerian Garrison Ascendant Challenge.
Cosmodrome
Fixed an issue where some rocks and grass were floating in the air.
Tangled Shore
Fixed an issue where some Fallen Skiffs could fly through the environment during public events.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed a lighting issue in Hellrise Canyon where cracks in the environment were highlighted by a bright light emitting from behind a wall.
The Rider
Fixed an issue where the tank summon pad could de-spawn.
The Mad Bomber
Fixed an issue where a Dreg Pike driver would ignore the player.
Moon
The Dreambane armor set has been reissued with a new max power cap and the Combat Style mod socket as well as a dedicated Nightmare mod socket.
All three Altars of Sorrow weapons (Apostate, Blasphemer, Heretic) and the Premonition Pulse Rifle have been reissued with a new max power cap and new perk pools.
A Mysterious Disturbance
Fixed an issue where players could accidentally bypass a trigger volume and end up in a blocked state.
Fixed an issue where the first combatants of this mission had their Power Level scaled too high.
Fixed a bug where some players' weapons could remain up near Eris.
Fixed an issue where environment decorations were floating near the K1 Logistics Lost Sector.
Fixed an issue where players could experience the "Harp" error code when approaching Eris on the Moon.
Fixed an issue where a chest puzzle during Moon free roam would get stuck and not restart.
Fixed an issue where Fallen combatants would spawn from a Hive ship.
In the Deep
Fixed an issue where a Hive Cutter would pop into existence without playing its spawn visual FX.
Symphony of Death
Fixed an issue where the boss could get stuck in an immune state if the fireteam hard-wiped during the boss encounter.
Nessus
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed a floating patrol beacon.
EDZ
Fixed an issue where ambient squads could fire on the player before they finish loading in one of the Silent Fang missions.
Fixed an issue where one-way connection or temporary connections between areas weren't accounted for by the waypoint system.
Fixed an issue where the combatants from the final encounter could respawn during the end-of-mission countdown timer at the end of one of the Silent Fang missions.
Fixed an issue where some water reflections had graphical errors in cave areas.
Public Events
Ether Resupply
Fixed an issue where Fallen Servitor teleport attack was missing audio.
Fixed an issue where a Fallen Ketch could clip through the environment.
Glimmer Extraction
Fixed an issue where the Glimmer Extractor public event would occur too infrequently in The Gulch on EDZ.
Disrupt Vex Construction
Fixed an issue where Vex combatants wouldn't despawn after this public event ended.
Fixed an issue where the capture plates could remain after it was too late to achieve Heroic, but capturing them would do nothing.
Altar of Sorrows
Fixed an issue where the Altar of Sorrows’ music would play for players in the Sorrow's Harbor area even if they were not engaged with the public event.
Fixed an issue where Knight Swords could spawn too high in the air after killing the Knight that drops them.
Fixed an issue that was preventing the Altar of Sorrows bosses from rotating each day.
Defend the Warsat
Fixed an issue where the public event would not always count towards public event completions for certain bounties and quests.
Fixed an issue where an Ogre boss in the Skywatch area would sometimes teleport around the Warsat.
Cryo-pod Freeze
Fixed an issue where the orbs used to trigger the heroic completion would continuously spawn after one vent was broken.
Stop the Ether Ritual
Fixed an issue where all of the objects and combatants in this public event could suddenly disappear if no players had engaged them.
Taken Blight
Fixed an issue where the rally flag and public events would appear in different spots in the area.
Fixed an issue where the public event might not always happen if players had previously engaged with the rally flag.
Strikes
Warden of Nothing
Fixed an issue where a Minotaur miniboss would teleport to attack the players too early, before the shield that was supposed to block it came down.
Fixed an issue where the lift tube could close after the first member of a fireteam went through, preventing the other fireteam members from proceeding.
Fixed an issue where the strike boss was facing the wrong direction during some animations.
Fixed an issue where some combatants could pop into existence instead of spawning properly with animations.
Fixed an issue where players could progress too far without putting a lever, and then have to backtrack to find it.
The Insight Terminus
Fixed an issue where the fireteam could get stuck behind a locked door after a hard wipe.
Fixed an issue where the boss could fail to teleport away and players couldn't proceed, forcing them to quit the strike.
The Scarlet Keep
Fixed a bug where a line of dialog would sometimes not play.
Lake of Shadows
Fixed some bugs with waypoint locations.
Fixed an issue where it was possible to bypass a trigger volume and break the mission flow, blocking the fireteam from progressing.
The Corrupted
Fixed an issue with waypoint locations.
Fixed an issue where players could encounter missing environment objects if they backtracked to the elevator.
Broodhold
Fixed an issue where some combatants would pop into existence without showing proper spawn visuals.
Fixed an animation issue where a Hive barrier would briefly pop back into existence before despawning.
The Inverted Spire
Fixed an issue where platforms would despawn and players in a fireteam could get stuck in the Cistern area if their fireteam went too far ahead.
Exodus Crash
Fixed an issue where players should have been pulled to the boss room to join their fireteam but were instead seeing a countdown timer and dying.
Crucible
Crucible Tokens and Crucible Token Gifts have been deprecated.
Crucible Valor rank rewards are now visible on Lord Shaxx.
Maps
Bannerfall
Fixed an issue where the Bannerfall Crucible map would sometimes display the incorrect name.
Burnout, Wormhaven, and Midtown
Fixed an issue where map music would play too early, during the load screen.
Radiant Cliffs
Fixed and issue where the map name was missing from some screens.
Fixed out-of-environment issues.
Twilight Gap
Fixed an issue where players could get caught on invisible geo.
Exodus Blue, Javelin-4, Fragment, Midtown, and Deadcliffs
Fixed out-of-environment issues.
Gambit
Gambit Infamy rank rewards are now visible on Drifter.
Raids
Raid reward sources now include Masterwork materials as follows:
Enhancement Cores and Prisms now have a chance to drop from hidden chests in Last Wish, Garden, and Descent Raids.
These are on a weekly lockout, per chest, per raid (cannot be infinitely grinded).
Ascendant Shards are obtainable via a reward from a weekly director challenge connected to the featured raid.
Ascendant Shard Weekly Director challenge requires players to complete all encounters of the featured raid before paying out.
The Last Wish
Encounters and challenges should now award the intended standard XP amounts.
Fixed an issue where players could experience network desyncing.
Fixed an issue where some Knight combatants would spawn inside of wall.
Fixed an issue where too many Taken Captains were spawning during the Riven encounter.
Fixed an issue where Morgeth the Spirekeeper would pop into existence within view of the player.
Fixed an issue that allowed the fireteam to skip some platforming gameplay once the first player in the fireteam got through.
Fixed an issue where players could die after clearing the platforming encounter, and have to redo the platforming gameplay.
Fixed an issue where killing a second Eye of Riven at just the wrong time would break the encounter and force a restart.
Fixed a bug where a Drifter dialog line would play even if you hadn't activated the relevant wish.
Fixed an issue that prevented the Strength of Memory challenge from being completable.
Garden of Salvation
Fixed an issue where the finale music was not always playing at the proper times.
Deep Stone Crypt
Atraks-1's health bar should exhibit less rubber-banding behavior.
Free Roam Scanner augment will now be removed from players when starting the first raid encounter.
Dungeons
Shattered Throne
Shattered Throne chests will no longer drop items that have reached their max power caps.
Reverie Dawn armor that drops in the Shattered Throne dungeon will roll with higher stats, comparable to raid armors.
Dreaming City weapons that drop in the Shattered Throne dungeon can roll with perks that are unavailable from drops from other reward sources.
Fixed an issue where music might not play during the final encounter.
Fixed an issue where a door could get stuck locked and prevent players from progressing.
Pit of Heresy
Pit of Heresy chests will no longer drop items that have reached their max power caps; all Essence quests will still have a chance to drop from Pit of Heresy encounters.
Dreambane armor that drops in the Pit of Heresy dungeon will roll with higher stats, comparable to raid armors.
Weapons that drop in the Pit of Heresy dungeon can roll with perks that are unavailable from drops from other reward sources.
The final chest in Pit of Heresy will no longer drop a fully Masterworked Dreambane armor piece.
Instead, the Dreambane armor piece that drops will have 7 armor energy and is guaranteed to drop with at least a +16 in two different stats and higher stats overall.
Dreambane class items will not drop from this chest.
Fixed an issue where relics could have the incorrect visual effects.
Fixed an issue where audio was missing from some Hive barrier objects.
Prophecy
Fixed an issue where a boss combatant might not disappear properly after completing an encounter.
Fixed an issue where fireteam members who stay behind in the Drifter's ship could be locked out of the dungeon when their team progresses forward.
Fixed some issues where pillars of light could show progress on the wrong objects.
Fixed an issue where light pillar visual effects were offset from certain platforms.
Fixed and issue where the Kell Echo boss's teleport animation and VFX wouldn't sync up with the actual teleport, causing some odd animation.
Fixed an issue where player's Ghosts could appear in an inaccessible location if they died shortly after stepping through a teleporter, forcing them to wait for 45 seconds before respawning.
Fixed an issue where join-in-progress players would spawn way back near the beginning of the dungeon if they joined late.
Fixed a bug where players could pick up motes without receiving credit for it.
Fixed an issue where a Devoured Ogre would sometimes teleport to the players if they moved too far away.
Fixed an issue where two of the mote-gathering rooms would prevent players from respawning within them.
General
Fixed AI behavior bugs across numerous activities, where combatants could be found standing still, teleporting, or moving to the wrong location.
Fixed an issue where some Lost Sector combatants' Power Levels were too low, sometimes lower than the same combatants in the public free roam areas.
Fixed issues where the incorrect name was shown above the health bar for various named combatants in various activities.
UI/UX
General
Collection categories now allow players to mark all new items as seen to clear the new item indicator for that category.
Vault has a button with information about how to access the Destiny Companion App and others built by the Destiny community.
Menu header bars correctly stretch to widescreen monitors.
Logo updated for the BNOC team (formerly known as DOC).
Shout out to the folks who’ve kept our services running for years, and cheers to many more!
Fixed an issue where sometimes the Legacy Triumphs were displayed when first accessing the Triumphs screen.
Subclass toggle icon correctly displays inactive state when equipment is locked.
Updated Stasis Aspect Fragment display to correctly show zero slots.
Eververse/Economy
General
Weapon and armor ornaments will no longer be gated on player entitlement state.
Weapon and armor ornaments tooltips in the store now clearly indicate when a parent item is not owned.
Sandbox
Abilities
Fixed an issue where certain Arc and Solar grenades could apply their "hit" visual FX to animated doors and floors.
Fixed an issue where using Shiver Strike near Stasis crystals could send you into the stratosphere.
Fixed an issue where using certain abilities near Stasis crystals could push you through a closed door.
Fixed an issue where Sunbreakers would trigger Roaring Flames with Solar Sword kills.
Fixed an issue where Sentinel Shield single attacks via Heavy attack input did not consume Super energy.
Fixed an issue where players could be damaged by the shatter of their own Stasis crystals if the opponent had Whisper of Fissure equipped.
Fixed an issue where Wormhusk Crown and Vesper of Radius would trigger their perks upon breaking out of Stasis.
Fixed an issue where Duskfield Grenades can freeze Stasis crystals and barricades.
Improved reliably of Frostpulse Aspect when enemies were on different elevations.
While using Jumper or Cold Shoulders, Glacial Quake Super melee attack is now also mapped to LT/L2 for accessibility.
Decreased the height at which Glacier Grenades will launch the player who threw them.
Duskfield Grenades can now kill to prevent players from using it to continuously trap others in Stasis.
Iceflare Bolts no longer grants grenade energy when shattering a frozen target.
Ensured that Iceflare Bolts correctly tracks the number of seekers created before going on cooldown.
Stasis Freeze Breakout
When playing with a controller, the input for breaking out of Stasis Freeze is now double-press B/Circle for all classes.
The controls for the breakout action can be changed via controller remapping.
Stasis Freeze
Increased the damage frozen players can take before shattering from 100hp to 200hp.
When frozen by Stasis, players now take 50% less damage from Primary-ammo weapons.
When frozen by Stasis, players now take 50% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
Note: We're planning a more in-depth abilities tuning pass, but in the meantime, we've implemented this change to increase players' chances of surviving being frozen.
When frozen by Stasis, AI combatants now take 5% less damage from Primary-ammo weapons.
When frozen by Stasis, AI combatants now take 5% more damage from Special-ammo weapons, Heavy-ammo weapons, and non-Stasis abilities.
Withering Blade
No longer does critical headshot damage.
Increased base damage from 60 to 90.
Melee lunge range reduced by 1m when Withering Blade is charged. Allows players to more reliably use Withering Blade when up close.
Handheld Supernova
Reduced self-damage from 100% to 25%.
Armor
Reduced the cost of Deep Stone Crypt raid mods significantly.
With the Taking Charge mod equipped, you will no longer pick up Orbs of Power if you are already at your maximum Charged with Light stacks.
The Aeon Cult arms Exotic armor pieces for all three classes have been redesigned and now feature selectable, role-based perks oriented toward teamwork.
The Overshield buff timer granted from IceFall Mantle Exotic will no longer be refreshed when a Titan is shot by Allied players in PvE.
Damage from enemy combatants and opposing players in Gambit/Crucible will still refresh the buff's timer.
Fixed an issue where Dreambane armor wouldn't drop above 1050 Power until players complete the Shadowkeep campaign.
Weapons
Catalysts for the following weapons have had their sources and objectives updated to not be associated with Vaulted content:
Bad Juju
Izanagi's Burden
Sleeper Simulant
The Huckleberry
Worldline Zero
Polaris Lance
Telesto
Legend of Acrius
Skyburner's Oath
Fixed an issue with Sturm's Exotic perk.
Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
Bow weapon kills or multi-kills no longer incorrectly progress the Fusion Rifle Calibration bounty from Banshee.
Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
This also fixed an issue affecting the Exotic perks of Jade Rabbit, Eriana's Vow, Coldheart's perk not triggering when shot through a Citan's Rampart barrier, and Mulligan activating on hits when used with Anti-Barrier Rounds.
Fixed an issue that caused Line in the Sand to have broken gear and play the wrong reload animation.
Fixed an issue causing Thunderlord and possibly other weapons to not render their scope and/or reticle.
Weapon Archetype Changes
Rocket Launcher
Increased Rocket Launcher damage by ~30% against Miniboss tier enemies and above.
Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
Fusion Rifle
Increased Fusion Rifle damage falloff start distance, by an increasing amount based on range (6% with 0 range, 16% with 100 range).
Reduced camera movement from firing a Fusion Rifle by 9.5%.
Breech Grenade Launcher
Breech Grenade Launcher projectiles will now detonate on impact with enemies, even if holding the trigger.
Submachine Gun
Reduced camera movement from firing an SMG by 24%.
Pulse Rifle
Reduced camera movement from firing a Pulse Rifle by 7%.
Machine Gun
Reduced camera movement from firing a Machine Gun by 9.5%.
Sniper Rifle
Scaled flinch from damage from other players while aiming a Sniper Rifle by 1.6x.
Sword
Damage against Miniboss tier enemies and above reduced by ~15%.
Perks
Demolitionist
Added a short cooldown on the reload effect.
Mouse and Keyboard Recoil Scalars
Reduced the recoil scalar on mouse and keyboard (previously mouse and keyboard had ~40% less recoil than controller, this change brings mouse and keyboard closer to controller).
Affects these weapon archetypes:
Auto Rifle
Scout Rifle
Pulse Rifle
Submachine Gun
Hand Cannon
Machine Gun
Exotics
Fixed certain Exotic weapons losing their buff when pulling out a Ghost Shell (they will still lose the buff if you stow them).
Ace of Spades
Tarrabah
Hawkmoon (final round only)
Borealis and Hard Light now have a custom (short) animation for switching damage type.
Duality
Increased damage falloff distance by 1.25m (in both hip fire and aim down sights).
Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Power and Progression
Updated Power bands
Power Floor: 1100
Soft Cap: 1250
Powerful Cap: 1300
Pinnacle Cap: 1310
When below the Soft Cap, increased the upper limit of Power upgrades dropped from weekly powerful sources.
Increased XP rewards for the Last Wish raid to match Garden of Salvation and Deep Stone Crypt.
Fixed an issue where the Power preview for some vendor items did not match the Power of the gear received.
Player Identity
Several title Seals now support Gilded Titles. After completing the base Triumphs and claiming the Seal, several gilding Triumphs become available.
Completing all the gilding Triumphs changes the Title to its gilded state, represented by new color and icon in menus and player waypoints.
The Title only remains gilded through the remainder of the Season, as gilding Triumphs will be reset at the end of each Season.
This functionality exists for these Titles:
Gambit - Dredgen
Crucible - Unbroken
Nightfall - Conqueror
Trials - Flawless
New titles were made for Conqueror and Flawless that support gilding. The base Triumphs within these title Seals can be completed in any Season.
Players who have completed Triumphs associated with previous version of the Flawless or Conqueror Titles will have those completions applied to the new versions of the titles' Triumphs where applicable.
Triumphs to complete flawless carries in Trials no longer require the person being carried to never have gone flawless, and now require that they have not gone flawless during the current Season.
Fixed an issue where players could acquire more currency for acquiring fragments than there were fragments in the game.
Bounties and Pursuits
The Exo Stranger has a new Stasis Aspect quest available.
Requires Beyond Light ownership, campaign completion, and acquisition of all prior Stasis Aspects from the Stranger.
Reduced the completion values for many Stasis Fragment pursuit objectives to be less frustrating.
Platforms and Systems
PC
Switching teams during a Private Match has been moved to Shift key.
Remove the notifications and sound options that didn't do anything.
Consoles
Removed voice chat volume slider setting that didn't do anything.
General
Season of the Worthy Eververse items have been added as potential drops in the Bright Engram.
Spider now sells Glacial Starwort and Spinfoil. Spider and the Gunsmith no longer accept Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite.
Remaining Phaseglass Needle, Alkane Dust, Simulation Seed, or Seraphite can be turned into Spider for a small quantity of Glimmer.
Starter gear has been removed from Suraya.
Collections version of the Generalist Ghost Shell now has full Ghost mod and Masterwork functionality.
Riskrunner has been removed from Xur's vendor pool as it’s tied to a New Light quest.
Legendary Engrams can no longer be claimed from the Season Pass rewards when inventory and Postmaster are both full.
Wrathborn Hunt trail improved to better support colorblindness.
Fixed an issue where players could sometimes receive no reward from Dreaming City weekly bounties and Shattered Throne encounters.
Fixing this required the removal of very rare fixed-roll drops of the Dreaming City Scout Rifles and Sniper Rifles.
Localization
For Season of the Chosen, some of the localized voice actors were recast permanently or temporary due to ongoing challenges imposed by the pandemic.
Permanent Recast
Spanish Mexican voice actor for Ghost permanently replaced.
Temporary Recast
Polish Zavala voice actor temporary replaced for Season of the Chosen by sound-alike actor.
Russian Ghost voice actor temporary replaced for Season of the Chosen by sound-alike actor.
Brazilian Osiris voice actor temporary replaced for Season of the Chosen by sound-alike actor. We intend to return to the original cast as soon as possible.
Source: https://www.bungie.net/en/News/Article/50040 This week at Bungie, we introduce Seasonal Challenges. Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content. Season of the [REDACTED] trailer goes live on February 2, 2021. Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.
Introducing: Seasonal Challenges
Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
Provide a guide to new, returning, and veteran players for what to do today/this week.
Guide the player through the Seasonal content, week-over-week.
Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week. Image Linkimgur Here’s a quick breakdown of how this feature works:
Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
Some of the Challenges deal with the Seasonal content.
Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
Completing each Challenge awards XP, contributing to your Season Pass ranks.
Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
Defeating Primeval Envoys in Gambit
Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
Gaining Infamy or Valor ranks
Acquiring the ritual weapon and its cosmetic ornaments
Winning rounds in Trials of Osiris
Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass. With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust. Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced. Let’s Talk Bright Dust Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges. Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile. Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.
120 Bright Dust per ritual vendor, per character, per week
14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards. As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!
Back to the Sandbox
Image Linkimgur Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat. Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard. The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
Auto Rifle
Scout Rifle
Pulse Rifle
Submachine Gun
Hand Cannon
Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
Reduced camera movement from firing a Submachine Gun by 24%.
Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
Reduced camera movement from firing a Pulse Rifle by 7%.
Machine Guns with the mouse and keyboard changes were kicking a little too much.
Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed. Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following: Buffs
Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
Increased Rocket Launcher damage by 30%.
Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
Reduced camera movement from firing a Fusion Rifle by 9.5%.
Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
Increased ADS flinch to Snipers when taking damage from other players
Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
Ace of Spades
Tarrabah
Hawkmoon
Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
Duality
Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.
Crimson Days
Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years. As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release. Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future. Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.
BugTrax
Image Linkimgur For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles. This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts. KNOWN ISSUES While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
The Double Trouble Triumph is unobtainable.
In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
Hunter legs clip through the Ten-Grasp Sword Sparrow.
In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
Weekly and daily elemental kill bounties have stopped rotating off of Void.
When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
[Bird Noises Intensify]
Image Linkimgur It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too! Movie of the Week: Ting Ting Ting Ting Video Link Movie of the Week: Deep Stone Lullaby Violin/Piano Cover Video Link Movie of the Week: …That’s a lot of Hawkmoon Video Link As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.
Credit Where It’s Due
Image Linkimgur Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience. Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff! Art of the Week: Art Sharing
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily! That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season. — Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning. Cheers, dmg04
PATCH IS LIVE Please keep all discussion in the mega thread for now, we dont want new spammed with multiples of the same topic. All posts about the update will be redirected here for the next couple of days. Learn more here: TarkovTV LIVE Special Edition Episode! Watch it live today on December 23, on official channel twitch.tv/battlestategames at 19.00 MSK (8am PT, 4pm GMT)
Updated some quests: changed execution conditions, starting conditions, rewards.
Reduced bonus of recoil reduction from the recoil control skill and weapon mastering.
Now character overweight starts at 35 kg. Used to be 40.
Increased purchase limits for some ammo from dealers.
New weapons and ammunition:
KRISS Vector SMG in both 9х19 and .45.
SIG MCX Assault rifle in .300 Blackout.
UMP SMG in .45.
Mk-18 mod 1 Mjölnir DMR in .338 LM.
.300 blk, .338 Lapua Magnum ammunition.
Various new weapon mods.
AI:
Fixed bots hanging behind stationary weapons.
Fixed a bug where Killa could not hear the enemies approaching from behind.
Other various bot fixes and optimizations.
Optimization:
Animation optimizations for interfaces.
Optimizations of sounds in RAM.
Server optimizations. Escapers, here are the patch notes for update 0.12.9: @news
Added and changed:
“Woods” expansion.
Reworked PMC initial gear sets.
Added customization of head and voice when creating character: for now it’s only two new heads for each faction added. You can’t change head and voice after the character is created. You will be able to do it only after profile reset or wipe.
Added skill “Immunity”.
Reworked “Metabolism”.
Reduced the volume of steps and interaction with vegetation.
Added chance to cause bleedings to the ammunition. Now some ammo can cause heavy or light bleeding more often than other rounds.
Now some face shields and glasses will reduce the time of blindness effect from flashbang rounds and grenades.
Players will be receiving letters with a supply package for the first 7 days of playing.
Added “All” button in the purchasing menu when buying from dealers via Flea market. Now you can select all available items with a single click.
Filters in the W-List tab are now modified separately and do not affect other Flea market tabs.
“Enter” button now confirms the action in most dialogue windows.
Slot highlighting when dragging items in your inventory can now be turned off.
Equipped armbands are now unlootable and can’t be lost upon death.
The letter with the reward for the exit in cooperation with the scav will now come with a slight delay.
Containers will apply restriction filters to mods installed on the transported object. I.e., putting a mount with a thermal sight installed on it into a secured container is no longer allowed.
New equipment and clothing is added: PMC tops and bottoms, body armor, rigs, Smoke balaclava, and tops for the Scavs.
Changed the characteristics of a large number of weapon mods.
Simplified the Jaeger quests. Fixed:
Aiming a GL40 with Reflex sights.
The position of the character's body when blind firing was not reset after opening the inventory.
Blinding was imposed even if the player used a thermal imager.
The stationary machine gun was removed from its mount if the player used it while in the blindfiring position.
It was possible to use the tops and bottoms of the opposite faction.
The nickname could not be changed if the new nickname was 15 characters long.
The range value of the sight did not change immediately after alignment if the weapon had two sights on it.
A duplicate weapon could hang behind the player's back for a few seconds after changing weapons.
Some pants had the equipped gun hanging outside the holster during the fitting on the Ragman service screen.
The observer did not see the player checking the fire mode on his weapon.
Weapon presets:
It was impossible to delete the overwritten preset. Wrong mods were installed on the weapon if the build was initiated during a save process.
Failed to redeem all available items in the lot if the player attempted to purchase items over the limit.
Failed to interact with the inventory in a raid if the player had previously disassembled the weapon via the context menu.
When reactivating the exit with the hermetic door at the location Reserve, the siren stopped working earlier than it should have.
The sensitivity while aiming down sights changed when putting and removing sights from the weapon.
A character was performing a light grenade throw only by double-pressing the RMB.
Uninformative message about the lack of space in the stash when transferring items from the letter on "Receive all".
The “Found in raid” status for the weapon would not update if you would put non-found in raid weapon mod on the gun.
Incorrect information about the level of mastering in the weapon inspector.
The price of 1 item decreased by 1 ruble if a player bought several of the same items from a dealer.
The azimuth was missing if the player opened the pause menu with a compass in his hands.
The camera could go through the body of another player.
I present what I believe to be the fastest 5e build as of today: the Intercontinental Ballistic Tabaxi (ICBT)
UPDATED, check changelog at the bottom!
Strap into your crash couches and take your anti-inertials, folks. You are going to need them. What if I said you could fly over 34,000 feet in a turn, fully RAW with published content? You start with a Tabaxi with a base movement of 30 feet. And it all goes downhill from there.
Classes:
5 Totem Barbarian for +10 feet from Fast Movement. In addition, take Elk Totem for your level 3 pick. 10 Monk for another +20 feet from Unarmored Movement. 2 Bladesinger gives +10 feet while Bladesinging. 2 Fighter doesn't allow any extra movement, but grants Action Surge. This leaves you with 1 level of your choice. In addition, the Monk subclass is up to you. So far we’re at 70 feet walking speed. This is fast for your average end-level monk, but we’ve yet to mainline the real speed. And before we get any further, you will actually need friends for this. You might lose them with these shenanigans, but the classes they’ll need are: Transmutation Wizard 17/Alchemist Artificer 3; they will need a Boon of Spell Recall and the Metamagic Adept Feat with Extended Spell. Oath of Glory Paladin 7/Creation Bard 6/Graviurgist Wizard 2. The rest of their levels are up to you.
Other Speed Bonuses:
Let’s get the weird thing out of the gate. Your Transmuter should have Shapechange prepared, but not as a scroll as you won’t be the one casting it. Instead, the Transmuter is going to cast Glyph of Warding at 9th level, casting an Extended Shapechange by using their aforementioned Boon of Spell Recall and Metamagic Adept to circumvent the need for two 9th level spell slots. You then activate this glyph to become a Quickling. This replaces your 30 base speed with 120 feet, so it evens out to a +90. In addition, you do not have to concentrate on this spell thanks to Glyph of Warding, which means... ...You can maintain Shapechange while Raging for +15 feet under Elk Totem. Attune to the Book of Exalted Deeds. This artifact can have 2 Major Beneficial Properties from the random properties list in the DMG, [41-50] is a +10 to walk speed. This means rolling the same bonus twice will grant you +20 feet. The same goes for The Infernal Machine of Lum the Mad; except it has 5 random effects. Rolling a [48] five times can grant up to a +50 to walking speed. This same effect doubles your lung capacity each time, which means you can hold your breath 32x as long. Grab the Mobile feat for +10. Be gifted a Transmuter Stone with the speed buff from your Transmuter for +10. Epic Boon of Speed grants another +30 feet. Voluntarily have a Sibriex Warp you using the Flesh Warping variant rule. Since Shapechange was cast with the Extended Metamagic, this means it will still be active when the Warping finishes with slightly under an hour left. A result of [56-60] on the Flesh Warping table grants a +10 to walk speed. Cast or have Longstrider cast on you for +10. The Paladin should use their Graviurgist multiclass’ Adjust Density on you, for yet another +10 Have your Transmuter use their Alchemist Experimental Elixir feature to give you a Swiftness Elixir for +10 feet. Start your turn within range of the Paladin’s Aura Of Alacrity for another +10. Also start your turn within 10ft of a Dancing Item created by the Paladin's Animating Performance for +10 feet. 70 + 285 = 355 feet of walk speed. But this is all simple addition, even 1st graders are learning their multiplication.
Multipliers:
Use your last attunement for Boots of Speed: x2 Have Haste cast on you by your friendly Transmuter, or drink a Potion of Speed: x2 Shapechange allows use of your features if you have the proper anatomy, so Feline Agility is fair game: x2 Multipliers stack, so 2 x 2 x 2 grants you a x8. 355 x 8 is 2,840 feet per movement.
Now the actions, lets count them out:
Have your Paladin use their Bard multiclass to use a readied Dissonant Whispers set to trigger once you start to move (remaining in range for the spell to target you) using Feline Agility: Reaction Move x1 Base movement x2 Action Dash x3 Hasted Dash x4 Action Surge Dash x5 Step of the Wind Dash x6 2,840 x 6 is a total of 17,040 feet in a round.
But did you think we were done yet?
Finally, there's an item in The Hidden Shrine of Tamoachan (in Tales From the Yawning Portal) called the Eagle Whistle. When you blow it continually, you can fly at a rate of twice your movement speed. There’s no stated action to blow the whistle, only a limit of how long you can use it continuously.
This gives us a final total of 17,040 x 2 for 34,080 feet in one turn. Flying. This is analogous to Mach 5.05.
• • •
Afterword:
Why, why would I do this? Well, mostly because I could, and because nobody stopped me the last few times I shared older builds. Also, it’s because I’ve seen a good number of builds recently that try to take the crown of ‘fastest 5e build’, and each time I’m disappointed to find some misinterpretation of a feature, or using a UA that’s no longer in the playtesting phase and is now unsupported (coughMysticcough). I also have a low opinion of the Peasant Railgun, since that’s reliant on the readied actions of other characters and not your own movement speed. I do take some delight in having what I believe is the current fastest build in 5e, but I fully expect to have someone beat me to the punch when the next speed boost is codified. At least I can hope that they’ll be basing the build off of this. Fun fact, this speed after the first update now surpasses 330 feet base walk speed. With multipliers, this means you are literally moving more than a mile a second. ...Figuratively? You’re not your character, so you’re not the one moving but you’re taking their persona as their creator so you... oh no i’ve gone crosseyed
CHANGELOG
2/11/21.4 • Made the Sibriex Warping more reliable. • Touched up the order of events in which you should have your effects granted by effect duration. With the exception of the Shapechange shenanigans, it now goes from Permanent, to Hour, to Minute, to Round. • Gave Transmuter Metamagic Adept. 2/11/21.3: • Changed Paladin ally's Glamour Bard 3 for Creation Bard 6. • Broke Mach 5. • Credit for the above goes to u/Simple_Ferret4383 2/11/21.2: • Reverted Mantle of Inspiration to Dissonant Whispers. RAW can't ready a Bonus Action. 2/11/21.1: • Inverted decision on Elk Totem 3. • Added Glyph of Warding and Elk Rage bullshit. It’s a whole paragraph. • Removed College of Spirits UA mention in Afterword. • Gave the Paladin Graviurgist levels, also granted Bard subclass. • Replaced readied Dissonant Whispers’ reaction with the one from Mantle of Inspiration. • Added Sibriex warping. Nasty stuff. • Thanks to u/ChazPls, u/SethTheFrank, u/ALemmingInSpace, and u/Semako for the input listed above!
Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.
Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you. Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice. Here are my don'ts of job hunting: e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly. I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have. Don't try to get by without doing the standard "best practice" stuff. I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews. What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions. Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial". Don't be bad at interviewing, not even a little bit bad. Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV. I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice. Don't wing it during the interview. For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced. Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway. Don't apply to old job listings. If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV. Don't apply to listings that aren't on the employer's own site. It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer. If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go. Don't be too picky with job titles. Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad. Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title. Don't be too loose with companies you apply to. At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later. Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money. Have a loose idea of who the company is before applying, to avoid those awkward moments. Don't stop applying until the ink is dry on your offer letter. My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time. It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying. Don't get your hopes up. (maybe the most important tip.) Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't. I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take. To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day. Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job. In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health. Don't be afraid to be a try-hard. The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG. On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless. Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked! So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material. NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free. Don't assume ***anything*** until it's final. In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience. In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round. In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job. On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did. The lesson: Do not assume anything! ANYTHING!
[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]
Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon. Update: Added a tab for bonuses per skill level and attribute level Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.
Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet
Hope you guys find this helpful! Reddit list last updated: 1/26/2021
Body - Athletics
Regeneration: "Health slowly regenerates during combat."
Working
With this perk alone, regen starts only below 60% and heals up to 60%.
Invincible: "Increases max health by 10%."
Working
Only applies to base HP. 10% of base HP at lvl 50 = 43 HP.
Pack Mule: "Increases carrying capacity by 60."
Working
Divided Attention: "Allows you to reload weapons while sprinting, sliding, and vaulting."
Working
Epimorphosis: "Health regenerates up to 70% of max Health outside of combat."
Working
True Grit: "Increases max stamina by 10%."
Working
Only applies to base stamina. 10% of base stamina at lvl 50 = 15 stamina.
Soft on your feet: "Reduces fall damage by 5%."
Working
Gladiator: "Reduces the amount of Stamina consumed when blocking melee attacks by 20%."
Not Working
Steel and Chrome: "Increases melee damage by 10%."
Working
Multitasker: "Allows you to shoot while sprinting, sliding, and vaulting."
Working
Aiming while vaulting doesn't use any sights, but works for firing.
Like a Butterfly: "Dodging does not drain Stamina."
Working
Stronger Together: "Increases damage you deal while carrying a body."
Working
Still requires Trasporter perk to fire shots, and the increase is about 2x
Cardio Cure: "Health regenerates 25% faster as you move."
Overworking
Regeneration bonus active at all times. Also confirmed moving/still is the same
Transporter: "Allows you to shoot with Pistols and Revolvers or sprint while carrying a body."
Working
Human Shield: "Increases armor by 20% when grappling an enemy."
Working
Marathoner: "Sprinting does not drain Stamina."
Working
Dog of War: "Increases Health regen in combat by 15%"
Working
Note: Saving all health regen tests for last. They're the most annoying
Wolverine: "Health regen activates 50% faster during combat."
Working
90% faster activation might not be right, but it's definitely faster. Hard to tell when this counter officially starts when in combat.
Steel Shell: "Increases armor by 10%."
Working
The Rock: "Enemies cannot knock you down."
Working
Tested using cars again. You really have to be just on the edge to avoid death.
Indestructible: "Reduces all damage by 10%."
Working
Hard Motherfucker: "When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Body - Annihilation
Speed Demon: "You deal more damage the faster you're moving."
Working
Only applies to Shotguns and LMGs. Walking was around 1.5x, Running 2x, Speed glitches 4x+
Manic: "When entering combat, your movement speed increases by 20% for 10 sec."
Working
Only applies to Shotguns and LMGs.
Burn Baby Burn: "Doubles the duration of Burn"
Working
Works for Quickhacks (Overheat) and burn applied with other weapons than SG/LMG
Mongoose: "Increases Evasion by 25% while reloading."
Not Working
All evasion related stats not working.
Momentum Shift: "Defeating an enemy increases movement speed by 10% for 10 sec."
Working
Can only see difference on SG/LMG kills.
Massacre: "Increases Crit Damage with Shotguns and Light Machine Guns by 15%"
Working
Pump it, Louder!: "Reduces recoil of Shotguns and Light Machine Guns by 10%."
Not Working
Tested only using LMGs and the recoil pattern on fully automatic firing.
Hail of Bullets: "Shotguns and Light Machine Guns deal 3% more damage."
Working
Damage increase doesn't show on weapon, but shows in final damage numbers on enemies
In Your Face: "Reduces reload time of Shotguns and Light Machine Guns by 20%."
Working
Bloodbath: "Dismembering enemies reduces weapon recoil by 50% for 6 sec."
Not Working
May not be tested properly. I can only dismember consistently with a SG, and switched to LMG to see recoil. That could mess with the buff, not sure.
Bulldozer: "Increases Crit Chance with Shotguns and Light Machine Guns by 10%."
Working
Bloodrush: "Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun."
Working
Dead Center: "Increases damage to torsos by 10%."
Working
Only applies to Shotguns and LMGs
Heavy Lead: "Shotguns and Light Machine Guns knock back enemies with more force."
Partially Working
Retested in 1.1.. I'm actually not sure anymore. Hard to eyeball distance so marking as partially
Skeet Shooter: "Deal 15% more damage to moving targets."
Working
Only applies to Shotguns and LMGs
Unstoppable: "Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times."
Working
Only applies to Shotguns and LMGs
Biathlete: "Weapon spread does not increase while moving."
Not Working
Several opinions saying spread does not change, with or without the perk.
Poppin' Off: "Shotguns have 25% higher chance of dismembering enemies."
Not Working
Used a carnage again, but I do have trouble dismembering consistently. The smart shotgun shreds too much to use for comparison, so if anyone has any ideas please message me on reddit with them.
Hit The Deck: "Increases damage to staggered and knocked-down enemies by 10%."
Not Working
Only tested on Knocked Down enemies. Staggering with Carnage barely leaves any time to fire again
Body - Street Brawler
Thrash: "Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec."
Working
Enemies don't have armor. What this does very accurately though is increase damage against these enmies by 30%
Frenzy: "Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec."
Working
Biding Time: "Blocking attacks with a Blunt Weapon restores 5% Health."
Working
Countering does not count as a block in this case.
Human Fortress: "Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon."
Working
Stun duration is short and can be seen with a teal icon above their head and a timer ticking down.
Opportune Strike: "Increases damage with Blunt Weapons against enemies affected by Stun by 50%."
Working
Payback: "Increases damage with Blunt Weapons by 1% for every 1% of missing Health"
Working
Working, but I don't know how low you can take this. It worked while I was around 40-50% HP
Juggernaut: "Increases Armor by 15% while blocking with a Blunt Weapon."
Not Working
Flurry: "Increases damage from combo attacks with Blunt Weapons by 30%."
Working
Crushing Blows: "Increases damage from Strong Attacks with Blunt Weapons by 30%."
Working
Rush: "Successful attacks with Blunt Weapons regenerate 3% Health over 2 Sec."
Working
Dazed: "All attacks with Blunt Weapons have a 15% chance to Stun."
Working
Efficient Blows: "Reduces the Stamina cost of all attacks with Blunt Weapons by 25%."
Working
Guerrilla: "Increases Crit Damage for 10 sec. after entering combat. +2% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Relentless: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina."
Working
Reinvigorate: "Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina."
Not Working
Breathing Space: "Increases Stamina regen while blocking with Blunt Weapons by 50%"
Working
Unshakeable: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina."
Working
Reflexes - Assault
Bulletjock: "Increases damage with rifles by 3%."
Working
Eagle Eye: "Reduces time to aim down sight with Rifles and Submachine Guns by 10%."
Working
Covering Killshot: "Increases Crit Chance with Rifles by 10% when firing from behind cover."
Working
Note: Behind cover without aiming down sights does not count. I had to aim for the crit chance to work.
Too Close For Comfort: "Quick melee attacks with Rifles deal 50% more damage."
Working
Bullseye: "Increases Rifle and Sumachine Gun damage while aiming by 10%"
Working
Executioner: "Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%."
Working
Duck Hunter: "Increases Rifle and Submachine Gun damage to moving enemies by 10%"
Working
Shoot, Reload, Repeat: "Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 seconds."
Working
Nerves of Steel: "Increases headshot damage with Sniper Rifles and Rrecision Rifles by 20%."
Working
Tested again as working. Sniper rifles have high multipliers by default so it's hard to tell. Used the precision rifle and it was more noticeable
Feel the Flow: "Reduces reload time for Assault Rifles and Submachine Guns by 10%."
Working
Trench Warfare: "Increases Rifle and Submachine Gun damage by 5% when firing from behind cover."
Working
Hunter's Hands: "Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover."
Partially Working
Tested with Copperhead. Vertical recoil is lower, but not by much... definitely not 40% at level 2
Named Bullets: "Increases Crit Damage with Rifles and Submachine Guns by 35%."
Working
Skull Skipper: "Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times."
Working
Retested and it seems to work.
Bunker: "Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover."
Not Working
Recoil Wrangler: "Reduces recoil with Rifles and Submachine Guns by 10%."
Not Working
In Perspective: "Bullets fired from Rifles and Submachine Guns ricochet an additional 2 time(s)."
Working
Long Shot: "Rifle and Submachine Gun damage increases the farther you are located from enemies."
Working
23.6 distance for 100% additional weapon damage. Distance can be measured with the Grandstead scope. It's shown on the top right corner of the rectangle in the sight
Savage Stoic: "Increases damage with Rifles and Submachine Guns by 35% when standing still."
Working
Punisher: "After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. +0.2 sec. per Perk level."
Not Working
Reflexes - Handguns
Gunslinger: "Reduces reload time for Pistols and Revolvers by 10%."
Working
High Noon: "Increases Crit Chance with Pistols and Revolvers by 4%."
Working
Rio Bravo: "Increases headshot damage multiplier with Pistols and Revolvers by 10%."
Working
Desperado: "Increases damage with Pistols and Revolvers by 3%."
Working
On the Fly: "Reduces draw/holster time for Pistols and Revolvers by 25%."
Working
Long Shot Drop Pop: "Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%."
Working
O.K. Corral: "Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%."
Working
Steady Hand: "Reduces Pistol and Revolver recoil by 30%."
Working
Previously not working. Used a Lexington and the recoil firing the whole clip did look lower.
Vanishing Point: "Evasion increases by 25% for 6 sec. after performing a dodge with a Pistol or Revolver equipped."
Not Working
From Head to Toe: "Increases damage to limbs with Pistols and Revolvers by 7%."
Working
A Fistful of Eurodollars: "Increases Crit Damage with Pistols and Revolvers by 10%."
Working
Acrobat: "You can now perform dodges while aiming a Pistol or Revolver."
Working
Fixed. Note that most people are probably wearing Kerenzikov, which actually enables this anyways
Grand Finale: "The last round in a Pistol or Revolver clip deals double damage."
Working
Attritional Fire: "Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%."
Not Working
Previously working, but I can't remember how solid the test in the past was on this one.
Wild West: "Removes the damage penalty from Pistols and Revolvers when shooting from a distance."
Working
Westworld: "Increases Crit Chance for Pistols and Revolvers by 10% if fully modded."
Working
Fully modded means every slot is filled, regardless of rarity or number of slots
Snowball Effect: "After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times."
Not Working
Tested again with Lexington, can't see any difference at max stacks
Lead Sponge: "Enables you to shoot with Pistols and Revolvers while dodging."
Working
You can already do this with Kerenzikov
Brainpower: "After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec."
Working
The Good, The Bad, and The Ugly: "After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Reflexes - Blades
Sting Like a Bee: "Increases attack speed with Blades by 10%."
Working
Only works if weapon is not at attack speed cap. See appendix for more info.
Roaring Waters: "Strong Attacks with Blades deal 30% more damage."
Working
Crimson Dance: "Combos with Blades have a 15% chance to apply Bleeding."
Working
Slow and Steady: "Armor is increased by 15% while moving."
Working
Only applies when holding a blade. Also do not have to be moving.
Flight of the Sparrow: "Reduces the Stamina cost of all attack with Blades by 30%"
Working
Offensive Defense: "Defensive Attacks with Blades deal 200% more damage."
Working
Shifting Sands: "Dodging recovers 15% Stamina."
Partially Working
Hidden cooldown applied for stamina recovery. Dodging continuously, 1 in 3 recovered stamina.
Stuck Pig: "Increases Bleeding duration by 3 sec."
Working
Only extends Bleeds applied by Blades
Blessed Blade: "Increases Crit Chance with Blades by 20%."
Working
Unbroken Spirit: "Successful Counterattacks with Blades restore 25% Health and Stamina."
Working
Previously didn't work for me. Retested, working now
Bloodlust: "While wielding a Blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding."
Partially Working
Only healed on first hit on a bleeding enemy. All other cases did not heal.
Float Like a Butterfly: "Dodging increases damage with Blades by 35% for 5 sec."
Working
Judge, Jury, and Executioner: "Increases damage with Blades by 50% against enemies with max Health."
Working
Fiery Blast: "Increases damage with Blades by 1% for every 1% of Health the enemy is missing."
Working
Not 100% sure, but it felt like there was a cap in bonus damage. My damage went up to double.
Crimson Tide: "Bleeding applied with Blades can stack 3 times."
Working
Stacking = applied at the same time, not extending the time.
Deathbolt: "While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec."
Working
Dragon Strike: "Increases Crit Damage with Blades by 25%. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Intelligence - Breach Protocol
Big Sleep: "Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min."
Working
Mass Vulnerability: "Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min."
Working
Retested for 1.1 and it is 100% working. Physical resistance doens't appear to show in the "Weaknesses" section when you scan enemies
Almost In!: "Increases the breach time for Breach Protocol by 20%."
Working
Advanced Datamine: "Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%."
Working
Mass Vulnerability: Resistances: "Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%."
Working
Note that this Daemon isn't an option without Mass Vulnerability.
Datamine Mastermind: "Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%."
Working
The amount gained is different. Some more than 100%, and no extra legendary components
Turret Shutdown: "Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min."
Working
Total Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Turret Tamer: "Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min."
Working
Datamine Virtuoso: "Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%."
Working
Not really easy to test, but over time with this maxed I was almost always getting an upgraded quickhack from access points
Cloud Cache: "Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded."
Working
Efficiency: "Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min."
Working
Mass Vulnerability: Quickhacks: "Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks."
Working
Totaler Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Head Start: "Automatically uploads the first daemon in the list at the start of Breach Protocol."
Working
Hackathon: "Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min."
Working
Buffer Optimization: "Increases the duration of daemon effects by 100%."
Working
Compression: "Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2."
Working
Transmigration: "Increases the breach time of Breach Protocol by 50%. +5% per Perk level."
Not working
Intelligence - Quickhacking
Bloodware: "Quickhacks deal 10% more damage."
Working
Damage increase seems lower than described. Suspected lower base damage not visible to players for Quickhacks
Biosynergy: "Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec."
Working
Forget-me-not: "Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s)."
Working
Hacker's Manual: "Unlocks Crafting Specs for Uncommon quickhacks."
Working
I Spy: "Reveals an enemy netrunner when they're attempting to hack you."
Working
Weak Link: "Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s)."
Working
Can't go below 1 RAM Cost
Daisy Chain: "Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%."
Overworking
Still reduces CD to and not by the described percent
Signal Support: "Increases quickhack duration by 25%."
Working
Don't see a description change of duration on Ultimate quickhacks
Subliminal Message: "Quickhacks deal 50% more damage to unaware targets."
Working
50% and 100% at level 2 are not applied on the final damage number, it's applied on a smaller base damage.
Diffusion: "Quickhack spread distance is increased by 2 times."
Working
Can only confirm the distance is increased, but not that it's actually 2x
Mnemonic: "Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units."
Working
School of Hard Hacks: "Unlocks Crafting Specs for Rare quickhacks."
Working
Plague: "Quickhacks that spread can jump to 1 additional targets."
Working
Hacker Overlord: "Unlocks Crafting Specs for Epic quickhacks."
Working
Critical Error: "Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats."
Working
Anamnesis: "Available cyberdeck RAM cannot drop below 2 unit(s)."
Partially Working
This works in a very different way than described. The description should read "Resets your RAM to 2/3/4 when you reach 0 RAM and have not initiated ANY recovery of RAM at all." The last part meaning you have to actually 0 out and if any recovery happens along the way, it does not work. Recovery can be stalled with opening your menu or spamming lower level quickhacks with low cost, or doing what I did: Found a perfect combination of quickhack costs to execute on a group of enemies to 0 out immediately.
Bartmoss' Legacy: "Unlocks Crafting Specs for Legendary quickhacks."
Working
Optimization: "Reduces the cost of quickhacks by 1 RAM unit(s)."
Working
Master RAM Liberator: "Increase RAM recovery rate by 50%."
Partially Working
The 50% bonus is actually not working, but the 1% per level is working (I tested with 50 points into the perk which is what made it look like it was working)
Technical Abilities - Crafting
Mechanic: "Gain more components when disassembling."
Working
Scrapper: "Junk items are automatically disassembled."
Working
True Craftsman: "Allows you to craft Rare items."
Working
Workshop: "Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item."
Working
Innovation: "Consumables are 25% more effective."
Working
Accurate translation: Consumables that provide timed buffs last 25% longer.
Sapper: "Grenades deal 10% more damage."
Not Working
Not retesting this. I've done this so many times and even if it does work the damage range on grenades is too wide to tell
200% Efficiency: "Crafted clothes gain 2.5% more armor."
Not Working
Still not working. Tested on hats that have consistent armor
Field Technician: "Crafted weapons deals 2.5% more damage."
Partially Working
Still not working on Melee wapons. The increase in damage I saw on Katana was more like 1% at max perk leve
Grease Monkey: "Allows you to craft Epic items."
Working
Efficient Upgrades: "Grants a 10% chance to upgrade an item for free."
Working
Ex Nihilo: "Grants a 20% chance to craft an item for free."
Working
Let there be light!: "Reduces the component cost of upgrading items by 10%"
Working
Cost Optimization: "Reduces the component cost of crafting items by 15%"
Working
Tune-up: "Allows you to upgrade lower quality components into higher quality ones."
Working
Waste not want not: "When disassembling an item, you get attached mods back."
Working
Edgerunner Artisan: "Allows you to craft Legendary items."
Working
Crazy Science: "Increases the sale price of crafted items by 10%. +1% per Perk level."
Partially Working
Only works until you reload your save, in which case it stops working.
Cutting Edge: "Improves damages and all damage-related stats of crafted weapons by 5%."
Partially Working
Still not working on Melee. Keep in mind for Ranged, a 5% increase in all the stats is actually a lot more than 5% increase in overall DPS in the end
Technical Abilities - Engineering
Blast Shielding: "Reduces damage taken from explosions by 10%."
Working
But even with the highest HP value possible, it is still impossible to survive an explosion. Tested with mods.
Mech Looter: "When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment."
Not Working
Can't touch this: "Grants immunity to all effects from your own grenades."
Partially Working
NOTE: This works for every grenade type EXCEPT Flashbangs. So it's mostly working.
Grenadier: "The explosion radius of grenades is visible."
Working
Shrapnel: "All grenade types deal 20 damage in addition to their normal types."
Not Working
Tested and don't see any difference
Up to 11: "Allows you to charge Tech weapons up to 75% capacity."
Working
Note that Tech weapons do NOT charge to 100% by default. They charge up to 50%, which is relevant to other perks in the tree that mention full charge.
Lock and load: "Increases Smart weapons reload speed by 5%."
Working
Bladerunner: "Increase damage to drones, mech and robots by 20%."
Working
Bigger Booms: "Grenades deal 5% more damage."
Not Working
Can't see a difference. Like I noted above, the damage range is too wide to tell any difference
Lighting Bolt: "Increases Crit Chance with Tech weapons by 3%."
Working
Tesla: "Increase the charge multiplier for Tech weapons by 15%."
Working
Gun Whisperer: "Fully charged Tech weapons do not shoot automatically."
Working
Does not work for the DR12 Quasar and Kenshin Pistols
Ubercharge: "Fully charged Tech weapons deal 50% more damage."
Working
Needs "Up To 11" Perk to work. Tested originally with the Kenshin pistol and it did not work. Quasar worked, so please message me if you see that it doesn't work for certain tech guns.
Insulation: "Grants immunity to shock."
Working
Shock = electric damage. Electricity on ground = electric. Enemy attacks applying shock = electric. Enemy grenades = EMP (so not electric damage), meaning this will not prevent damage from grenades. I don't know what other sources of EMP there are, but this is consistent with the clothing mod as well.
Fuck all walls: "Reduces the charge amount needed for Tech weapons to penetrate walls by 30%."
Working
This is really hard to tell. Never had much issue having tech guns pierce walls, and the charge is pretty fast so I could be wrong.
Play the angles: "Ricochets deal an additional 50% damage."
Not Working
Lickety Split: "Tech weapons charge time is reduced by 10%."
Working
Superconductor: "Tech weapons ignore Armor."
Not Working
Revamp: "Increases damage Tech weapons by 25%, increases charges damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level."
Not Working
Only works after the first time learning the perk. Reloading save disables the perk.
Jackpot: "Enables grenades to deal Crit Hits."
Working
Cool - Stealth
Silent And Deadly: "Increases damage dealt by silenced weapons by 25% while sneaking."
Working
Crouching Tiger: "Increases movement speed while sneaking by 20%."
Working
Hidden Dragon: "Allows you to perform lethal or non-lethal aerial takedowns on unaware targets."
Working
Dagger Dealer: "Allows you to throw knives. Hold L2 to aim and press R2 to throw."
Working
Still doesn't return the knife, but you can definitely throw them lol
Leg Up: "Movement speed after a successful takedown is increased by 30% for 10 sec."
Working
Strike From The Shadows: "Increases your Crit Chance by 15% while sneaking."
Working
Assassin: "Deal 15% more damage to human enemies."
Working
Sniper: "Increases damage from headshots fired from outside combat by 30%."
Working
Cutthroat: "Thrown knives deal 30% more damage."
Working
Aggressive Antitoxins: "Grants immunity to Poison."
Working
Clean Work: "You can pick up an enemy's body immediately after performing a takedown by holding R3."
Working
Stunning Blows: "Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them."
Working
From The Shadows: "Upon entering combat, Crit Chance increases by 25% for 7 sec."
Working
Ghost: "Detection time is increased by 20%."
Working
Commando: "You cannot be detected under water."
No One Cares
Pretty sure in 1.1 this still holds true
Venomous Fangs: "All knives apply Poison."
Working
Rattlesnake: "Enemies affected by Poison are slowed."
Not Working
In combat they still move the same.
Silent Finisher: "Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level."
Working
Hasty Retreat: "Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy."
Working
Restorative Shadows: "While in stealth, increases Health regen by 25%."
Working
Neurotoxin: "Damage from Poison is doubled."
Working
Does not work with Contagion, but worked with all other sources of poison
Hasten The Inevitable: "Deal 20% more damage to enemies affected by Poison."
Overworking
Still works on every weapon with or without poison.
Cheat Death: "When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute."
Working
Ninjutsu: "Crouch Attacks from stealth with melee weapons deal 100% more damage."
Not Working
Only worked specifically with Baseball bats. Nothing else.
Toxicology: "Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level."
Not Working
This perk doesn't work even before reloading the save.
Cool - Cold Blood
Cold Blood: "After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time."
Working
Will to Survive: "Increases all Resistances by 2.5% per stack of Cold Blood."
Working
Icy Veins: "Reduces weapon recoil by 2.5% per stack of Cold Blood."
Not Working
Retested using a Copperhead assault rifle. 5 stacks recoil pattern looked the same as no stacks
Frosty Synapses: "Reduces quickhack cooldowns by 3% per stack of Cold Blood."
Working
Previously not working, working now. Tested with Suicide
Critical Condition: "Increases duration of Cold Blood by 5 sec."
Working
Rapid Bloodflow: "Increase Health regen inside and outside combat by 50% per stack of Cold Blood."
Working
Defensive Clotting: "Increases Armor by 10% per stack of Cold Blood."
Working
Coldest Blood: "Increases max stack amount for Cold Blood by 1."
Working
Frozen Precision: "Increases headshot damage by 50%."
Working
Hard to tell even with a low headshot multiplier weapon. Shows on the weapon, with or without cold blood stacks.
Blood Brawl: "While Cold Blood is active, increases damage with melee weapons by 5%."
Working
Easy to mistake as this being a stacking perk. It's only a flat 10% increase with Cold Blood active, regardless of stacks
Predator: "Increases attack speed by 10% per stack of Cold Blood."
Working
Works up to your melee weapon's attack speed cap. See Appendix for details.
Quick Transfer: "Reduces quickhack upload time by 1% per stack of Cold Blood."
Working
Cold and Calculating: "Landing a Crit Hit has 25% chance of applying a stack of Cold Blood."
Working
Bloodswell: "When your Health reaches 45%, a max stack of Cold Blood is automatically activated."
Working
Does apply max stacks, but reminder that without Coolagulant all stacks will remove at once.
Coolagulant: "Stacks of Cold Blood are removed one by one, not all at once."
Working
Unbreakable: "Increases max stack amount for Cold Blood by 1."
Working
Pain Is An Illusion: "While Cold Blood is active, reduces damage taken by 5%."
Working
Immunity: "While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock."
Working
NOTE: I don't see this working with Shock. If anyone can confirm please let me know
Merciless: "While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Here are some tips for those of you who are starting out with bows, or maybe wanting to learn more about them, from someone who has over 31,000 crucible final blows with them over the course of the 2 or so years that they've been in the game.If there's something I've missed, I'd like to know in the comments so that I can add it to the post, or at the least to my own knowledge. In general, there are standard rolls that are perfect for lightweight and precision frame bows. Lightweights have a few more options for you, and it depends on how you are using them. The only thing that persists across all of the bows is that you're aiming for Fiberglass Arrowshaft as your second column perk - this is because of the effect to the accuracy stat.
Accuracy and Stability
Accuracy is to increase the length of the aim assist cone, and be able to hit shots easier at a distance, and the stability stat is to keep the cone from expanding as much in the air, and to help you deal with close quarters, mid range, hip fire and fast firing engagements. The recoil direction actually depicts which side your bow is likely to land after firing a shot, so counterbalance mods may have a small effect here
Lightweights
The String and Masterwork
The string and masterwork are very much tied together on these frames, and it depends on what you're going for. There's a draw time cap of 540 on lightweight frames (even the perk archers tempo only reduces this to around 536) - If you have Elastic String, I would recommend an Accuracy Masterwork, however, you can get away with a Reload Masterwork if you have Moving Target, or another accuracy increasing perk available. For the strings with a higher draw time, you'll want a draw time masterwork almost every time. If you're wanting handling, go with Flexible String - It's an absolutely solid choice on the Arsenic Bite, but if you want to increase your accuracy, Polymer String is the play.
Precision Frames
The String and Masterwork
You're always going to want Elastic String on these frames. Choose between a Draw Time or a Reload Masterwork. I personally prefer the Draw Time of 576, over the reload bonus, which can be catered to with mods and exotics
Legendary Damage Numbers and Perks
Draw Type
Precision
Lightweight
No Draw Body
↓ 61
↑ 71
Quarter Draw Body
↓ 67
↑ 76
Half Draw Body
↑ 91
↓ 81
Full Draw Body
↑ 101
↓ 86
Over Draw Body
↑ 95
↓ 84
No Draw Precision
↓ 91
↑ 113
Quarter Draw Precision
↓ 100
↑ 121
Half Draw Precision
↓ 109
↑ 129
Full Draw Precision
↑ 152
↓ 138
Over Draw Precision
↑ 143
↓ 134
Explosive Heads will take half of the damage from the original arrow and put it into a blast radius, instead of being a flat damage number - this means that the more you draw back, the more your explosion will do. This can range from 31-51 (precision frames) and 35-43 (lightweights).Note: Explosive Heads themselves are unaffected by Rampage, Swashbuckler and other damage related perks. Rampage on precision frames will 1 tap at 3x, or at 1x with most other damage buffs. On lightweights it's used to up the weapon consistency. 2 bodyshots with 1x rampage will kill 4th tier resil and less, and 2x will double body any guardian. Dragonfly will do around 49-56 damage while I was testing, and when you add dragonfly spec, it increases to 95. Swashbuckler is quite possibly the most broken damage perk on bows. Pair with a damage buffing melee (or any other damage buff) on lightweights to one shot kill (before the buff it will do 183 to the head at x5). Precision Frames will deal 202 on a perfect draw at x5, killing every guardian. Rapid Hit is pretty much a dead perk if you have bow reloader, as it will go up to around x3 before it stops having an effect. If you have anything else that enhances reload speed (ophidian aspects come to mind as a great one) then it really becomes useless. Archers Tempo is a risky perk to have. You'll want it on a bow with a draw time that is greater than its archetypes minimum to get any noticeable effect out of it, but if you feel like you need more accuracy and prefer a longer draw because of that, then this will be the perk for you. I’ll be trying to get some more numbers for this over the next week or so. Moving Target and Surplus are two neutral perks that are fantastic. If you use your abilities often, I'd go with moving target, but a heart of inmost light titan or someone more conservative with their abilities may prefer surplus. Snapshot Sights is a great perk on bows, and will give you a good transition point if you're used to Le Mon's ADS speed. Opening Shot is a fantastic perk if you're having issues with the accuracy (perhaps you don't have Fiberglass in the second column) - and even if you do, this will make your shots crisp as all hell at a distance. Killing Wind is absolutely a fantastic perk to go for, and going for Natural Fletching instead of Fiberglass can be recommended in this case, as the stability + the extra weapon aim assist range will doubly effect the accuracy cone Sympathetic Arsenal is the archers auto loading holster, meaning you can use your killing capacity to reload that machine gun in PvE, or the quickdraw fusion in your back pocket in PvP. Don’t sleep on the pairing with fighting lion either, double dipping for consistency on the thin the herd playstyle, always having your heavy loaded Firmly Planted is an interesting one, as it will increase accuracy, stability and aim down sights speed while crouched - this also procs on slides - and drawing back your arrow at the start of a slide will mean it’s drawn by the time you’ve finished, the whole time, your arrows will be more sticky
Lightweight Frames
A no draw headshot and no draw body shot will kill at 2nd tier resil, but a quarter draw is needed above that for 1 of the arrows - preferably the head to cover most resilience tiers, but a body should cover 6th tier and less.
Precision Frames
You're gonna need to flick shot the head twice at a quarter draw or more, or fully draw and hit the head before you can flickshot an arrow into someones body. Note: A guardian at max resilience will survive the double quarter draw flick approach You can also body shot and melee with this build with no buffs in a perfect draw (max resil) or an overdraw (6th tier or lower)
Exotic Damage Numbers
Draw Type
Le Monarque
Trinity Ghoul
Wishender
Leviathans Breath
No Draw Body
61
21x3
61+30
51
Quarter Draw Body
67
23x3
65+30
100
Half Draw Body
91
25x3
68+30
143
Full Draw Body
101+24
35x3
72+30
343
Over Draw Body
95
33x3
71+30
300
No Draw Precision
91
31x3
109+30
91
Quarter Draw Precision
100
34x3
116+30
159
Half Draw Precision
109
37x3
122+31
228
Full Draw Precision
152+24
52x3
129+30
548
Over Draw Precision
143
49x3
126+30
479
Vorpal Weapon (Precision Frame) Damage Numbers
Super
Head
Body
Goldie
181
121
Chaos Reach
145
97
Blade Barrage
124
83
Well of Radiance
121
81
Daybreak
119
79
Hammers
119
79
Nova Warp
119
79
Shadebinder
119
79
Spectral Blades
117
78
Sentinel
114
76
Striker
114
76
Arc Staff
114
76
Burning Maul
114
76
Thundercrash
114
76
Tether (while tethering)
114
76
Revenant
114
76
Spectral Blades (Invis)
111
74
Behemoth
97
65
The Reticle and Draw Length
⊙ | | | - This is what the reticle looks like when you aren't drawn back (well, this is sideways, but you get the idea) - when you draw back your arrow, the bottom lines will be accurate for a quarter draw and the lines will get closer together past the half draw mark to keep accurately representing the flight distance - ⊙||| - before disappearing entirely when you're fully drawn back and you no longer have to lead your target - ⊙ If you're sprinting towards a target, tap/pull back in the opposite direction to be able to get that reticle back (same as every weapon in destiny) so you can judge the distance to draw time and actually start drawing back your bow without having a small delay or whiff entirely because of it cancelling your sprint instead of drawing When you're aimed down sights, there is a line at the bottom of the reticle, that will be accurate up to around 15 and 20 meters before you have to judge additional falloff height (precision and lightweight no-draw ranges respectively) this distance will increase the longer that you draw.
Draw Type
Precision
Lightweight
Line
No Draw
↓ 12m
↑ 18m
Bottom
Quarter Draw
↑ 24m
↓ 20m
Middle
Half Draw
↑ 31m
↓ 25m
Top
Full draws and near perfect draws will tend towards being on target to the center of the reticle - and it's just about practice (note, when I'm using quarters and halves, it's more about where the string is drawn back visually, rather than how long you've been drawing back, as that depends on what string you have). The lower draws can be effective, but they do require learning of how your draw time effects the flight path and where you have to release your shot to get the best accuracy - if you want to rely more on flick shots and getting your accuracy down, you could go for a higher draw time lightweight frame to train with before increasing the draw time when you’re able to judge your shots better. A perfect draw isn't when the bow starts glowing, there's about an 8 frame window just before where the arrow will release silently and do full damage. That's the perfect draw.
Builds
Get Down Mr President
Biting Winds with Swashbuckler
Insurmountable Skull Fort on Top Tree Striker
Simply shoulder charge your way to 1 tap headshots
But I am the shotgun...
One Two Punch shotgun in your kinetic slot
Liars Handshakes
Top Tree Arc Strider
Trinity Ghoul
Shoot with the shotgun, 1 down, punch the next, 2 down, dodge and switch to Trinity Ghoul, punch again, 3 down, shoot the floor with trinity and carry on punching... FANTASTIC WORK You now have all of the combination blow, so just trinity the floor and punch away
Thomas the Siege Engine
Khepri's Horn
Deafening Whisper
Whispering Slab with Swashbuckler
Sunspot Titan with Thermite Grenades
I'm not sure if this one even needs explaining - but when you make a sunspot, stand in it and have swashbuckler, you'll one tap
Wrath of Cupid
Top Tree Dawn
Karnstein Armlets
Biting Winds with Swash
Like with the first build, except you can deliver the punch down the hallway heal from it, pop heat rises for perfect in air accuracy and kills to get your melee back to start the entire process again
Corrosive Sting
Le Monarque
Khepri's Sting
Middle Tree Night Stalker
Invis when you're crouching and get that precision final blow, poison clouds everywhere and the ability to melee yourself out of most situations, this will be the build for you if you like watching your opponents suffer in their final moments. Also, note, if you hit someones face with your smoke from a distance and they stay in the cloud, they're probably going to die from that alone
A Hunger For Wishes
Blink Devour Warlock
Autoloading Holster Demolitionist Truth Teller
Wishender
Felwinters Helm
You can see through walls, you can bounce grenades off of walls, you can no draw bodyshot guardians and clean them up with a melee to heal and you can debuff the surrounding enemies with a fully charged melee. I don’t even know what the damage numbers are on regular guardians on a full draw, it doesn’t display, it just deletes and you heal. Run alongside your favourite behemoth buddy for their tectonic harvest for the best results Edit I’m going to start working on a PvE post like this, as there will be a lot more damage numbers - I hope that you don’t mind waiting until next season for it though
In short, I recommend you stop playing a machine when it's no longer fun playing it. Send your slot and video poker questions to John Robison, Slot Expert™, at [email protected] . Because of the volume of mail I receive, I regret that I can't reply to every question. Every player should be mindful of those every looming house edges, but for slots games this differs depending on where you play. On average, the house edge for real money slots games will fluctuate based on where you play and the type of slot machine you are playing, anywhere between 85-98%. I've never seen a machine reveal whether a spin was going to be a winner by "rolling" the symbols differently. One of the innovations in Charles Fey's Liberty Bell Slot Machine over 100 years ago was the staggered stopping of the reels. The staggered stop lets the excitement build as each symbol in the result lands on the payline one by one. You now have the information you need to know why you should stop play slot machines. Try some of the table games. They are fun, have better odds of winning and you will likely walk away with more of the casino’s money in your pockets. I would love to hear your thoughts on playing slot machines in casinos. If you continue winning, then you must have found a loose slot machine. In this case, applying the Box technique is recommended, so whenever you decide to stop playing, you will be able to take home some winnings. There is an easier way to determine whether a particular slot machine is worthy of playing, though. So, does stopping a slot machine make a difference? The answer is no. On the contrary, every time you stop the reels, the house gets an advantage, since you reduce your playing time and you will hit the spin button faster placing another bet… If you stop the slot machine, you can reduce the TOS to three seconds. Depending on the TOS, a 30-minute session can range from a minimum of 180 spins to a maximum of 600 spins. How to Improve For every 27 people in Japan, you’ll find a slot machine. In the United States, you’ll find one slot machine for every 350 people. So, yes, we have a lot of slots in the United States. But we don’t even come close to having the kind of slot machine fever that they have in Japan. The term “slot machine” has been around since the 1880s. It originally referred to any coin-operated device. If you dropped coins into a machine and got a chocolate bar, you were buying your candy from a slot machine. That changed in the 1900s, and slot machine came to mean specifically coin-operated gambling devices. One of the earliest pieces I wrote for this site was dispelling the myth that if you stop a slot machine’s reels, you can somehow control the outcome.I followed it up with an answer to whether you can win more by stopping the reels.But both of those didn’t cover another aspect of things: When should you be speed stopping slot machines?. There are legitimate reasons for doing so, as some of
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