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LSS Pioneer [430K+] Exotic Torp Dranuur Scout Ship

Pioneers are settlers seeking new horizons and new opportunities in new lands. Pioneer is also a homograph in Lukari, meaning “active, energized, invigorated.”
Both meanings are well-suited for a Lukari scout ship, as the Lukari settle their new colony on Dranuur with their re-united Kentari brethren and as they learn from their Federation allies how to defend themselves with Science! The name also has special affinity with her captain, a Federation Temporal Agent who served on a Pioneer-class vessel.
Meta Analysis
Some people like the bottom line upfront.
  • 244K ISA
  • 433K ISE with a tank
Budget: All gear is Mk XV gilded, 1 Lobi ship, five T6 C-store ships, a T6X token, about 100M EC in traits, boff powers, consoles, and doffs. It also requires access to a T5 colony holding (see more at the end). This is not a cheap ship, but neither is it as mind-bogglingly expensive as the highest-end exotic builds, which would at least require another Lockbox ship (Auxiliary Ejection Assembly) and another Lobi ship (Plasma Storm).
Why the Dranuur Scout Ship?
The current sci meta has several different leans and I think emphasizing the Deteriorating Secondary Deflector and Spore-Infused Anomalies is stronger than chasing extra torpedo spreads with the Entwined Tactical Matrices trait and Morphogenic 3-piece set. To that end, I wanted a ship that could strongly emphasize science powers, to the point where I am only using 1 tactical power, 2 engineering powers, and a temporal power. The rest are science. The Dranuur is the best ship at this price point that can support that setup.
I do NOT slot Emitter Synergy nor Checkmate. Emitter Synergy requires Tactical or Intel powers to stack, which this build is extremely short on. Slotting Checkmate would lead down a different offshoot of exotic builds, namely the “clicky” one. Checkmate really benefits from having a Control other than Gravity Well to proc it for more uptime, as does the Unconventional Systems personal trait. If I was going more heavy on Controls or really trying to milk console actives, then slotting Checkmate and Unconventional Systems would bring a large benefit, but at the cost of either a Temporal power or a Secondary Deflector proc.
Other contenders for “best science ship” are all supremely expensive, but I’ll discuss them as well:
  • The Verne is regarded as the best science ship, boasting full temporal spec and highly-flexible seating that can stack heavy sci. Its console is also highly-touted. If I was building a Verne, I’d drop Aux to Structural/Emergency Power to Engines and pick up Tactical Team/Engineering Team. This would let me swap out of the Regenerative Crystal Matrix Shield for the Competitive Engines. Engineering Team would be necessary as a low cooldown heal to power Logistical Support. That said, the Verne is an expensive ship and while it has the benefits of full Temporal Spec, its mastery package is inferior to the scout ship (additional 15% CrtD) and it doesn’t have raider flanking. Good time to recall that some Exotics can flank and some don't. For how I like to run my ships, I’d rather have a Dranuur.
  • The Mirror Crossfield, Glenn, and Edoulg are too tac-heavy for my liking. If you’re using those ships, you’re likely better off pursuing the ETM route with more torpedo spreads and the Morphogenic 3-piece that STO-league.com recommends. The 4 forward weapons on those ships are better-suited for that loadout anyway. The Mirror Crossfield is a Lockbox ship, the Edoulg is a Lobi ship, and the Glenn is a Legendary ship--all expensive.
Other alternative ships that aren’t as highly touted but are much cheaper:
  • At the C-store level, the Eternal use a similar setup, but it has to drop a science power and pick up an eng. The Fleet Nautilus is better suited to the tac-heavy setup.
  • The Vulcan T’Pau Scout Ship is slightly inferior to the Dranuur due to lack of temporal seating/worse power bonuses but is very similar. It’s also free assuming you were around during the event. All you have to do is swap CIF for Ionic Turbulence I and Exotic Modulation for Unconventional Tactics on the cheap end or maybe Emitter Synergy.
At the end of the day, the Dranuur is the best ship for this type of (tac-light science) build at this price point and I’d say is at least a dark horse contender for best science ship.
Why an Engineer?
The short version is that I didn’t want to spring for another Iktomi on a brand-new toon. Expensive! It’s also satisfying about taking something not as touted and beating the vast majority of those blindly following the meta. The Engineer is the weakest for exotic builds by about 5% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha (but NOT Go Down Fighting). Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The Engineering captain’s other abilities are largely focused around durability. The Engineer’s career does add one other niche benefit: the EPS Manifold Efficiency trait. This personal trait allows me to max aux without investing heavily into skills/gear that have Aux power and skipping Emergency Power to Aux. Without the trait, I’m around 127 Aux but that starts forcing me to spec either into skills or specific consoles to keep power levels maxed. Extra +10 power in all other subsystems doesn’t hurt either. The boost does stack if you activate a battery (like the Exotic Particle Flood) as well, but that’s not up all the time like the boost from Emergency Power to Engines is.
I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a couple of personal traits for healing/survivability. Thus, all of the console slots are devoted to offensive purposes (though to be honest, budget serves as a limit here as well, as Plasma Storm or Auxiliary Ejection Assembly are optimal but outside the budget.) Given the results on this ship exceed any other build I've done, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.

Player Information

Player Info --------------
Captain Name Laura Jardinero
Captain Faction Federation
Captain Race Human
Captain Profession Engineering
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role Exotic DPS

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Improved Hull Restoration Improved Hull Capacity Shield Restoration Shield Capacity Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Targeting Expertise Improved Defensive Manuvering
5 Points       Control Amplification Drain Infection      
               
Commander   Hull Plating   Shield Regeneration   Advanced Weapon Amplification Improved Weapon specialization'
15 Points              
               
               
Captain       Advanced Exotic Particle Generator Advanced Long-Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
             
               
Admiral   Warp Core Potential Engineering Readiness     Coordination Protocols Improved Tactical Readiness
35 Points          
    Warp Core Efficency       Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 15 Tactical Points: 20

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Emergency Power to Shields III Training Manual: Engineering Team III Training Manual: Directed Energy Modulation III
Unlocks After 5 Battery Expertise Transwarp Cooldown Reductions Threat Control
Unlocks After 7 Training Manual: Emergency Power to Engines III Training Manual: Auxiliary Power to the Emergency Batter III Training Manual: Eject Warp Plasma III
Unlocks After 10 Subsystem Repair Maximum Shield Capacity Projectile Critical Chance
Unlocks After 12      
Unlocks After 15   Control Resistance Energy Critical Chance
Unlocks After 17     Training Manual: Aceton Beam III
Unlocks After 20     Defense
-------------- -------------- -------------- --------------

Skill Tree Information

A balanced skill build was chosen to allow maximum selection of relevant science skills while still taking useful weapon skills. Coordination Protocols are an excellent team boost, while Impulse Expertise helps keep the ship in the right spot. Max Weapon Amplification to gain the most benefit from the Imperial Rift 2-piece set.

Build Description

This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), and Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece.
Research into exotic mechanics has clarified the need and means to balance Aux, Cat1 exotic boosts (including EPG and personal endeavors), Cat2 exotic boosts (including +Bonus Exotic as well as CrtH/CrtD), and DRR effects. When accounting for CrtH/CrtD, this build is within 30% of its Cat1 versus Cat2 exotic boosts including avg Cat1 Preload. The Exotic Calculator for this build is here
This ship used Improved Photonic Officer as its primary cooldown mechanism. Cooldown Reduction Sheet for this build is here
Basic Information Data
Ship Name LSS Pioneer
Ship Class Lukari Dranuur Scout Ship
Starship Beauty shot  
Basic Information Component Notes
Fore Weapons: 3 Particle Emission Plasma Torpedo Launcher Mk XV Essential; scales off EPG
  Gravimetric Torpedo Launcher Mk XV Re-engineer the Epic mod to include [Dmg]. Duration scales off of CtrlX; damage scales off EPG
  Dark Matter Quantum Torpedo Launcher Mk XV Mostly for the 2-piece.
     
     
-------------- -------------- --------------
Aft Weapons: 3 Dyson Proton Weapon Mk XV Protonic Arsenal 1/3
  Advanced Inhibiting Polaron Turret MK XV Task Force Ordnances 1/2
  Advanced Inhibiting Chroniton Rapid Mine Launcher Task Force Ordnances 2/2.
     
     
-------------- -------------- --------------
Deflector Elite Fleet Intervention Protomatter Deflector Array Mk XV From colony. [ColCrit][EPG][CtrlX][Hullcap][CtrlX/EPG]. Can only have 1 non-Epic EPG mod, but the Crit makes up for it
Secondary Deflector Deteriorating Secondary Deflector Mk XV [CtrlX/EPG][CtrlX][EPG][ProjDmg][SA +Dmg] Often the highest source of damage
Impulse Engines Revolutionary Combat Impulse Engines Mk XV Imperial Rift 1/2
Warp Core Revolutionary Warp Core MK XV Imperial Rift 2/2. This 2-piece is extremely strong and beats the Temporal 2-piece. The 3-piece is a gimmick I didn’t feel like investing in and the colony deflector is stronger anyway. The warp core currently doesn’t gain any mods beyond VR but the loss of [AMP] is more than compensated by the 53% CrtD to all exotics.
Shields Regenerative Crystal Shield Matrix Essential due to not slotting Tactical Team - automatically redistributes shields
Devices Exotic Particle Flood Essential
  Kobayashi Maru Transponder Handy little calldown
  Deuterium Surplus Extra speed boost in a pinch
-------------- -------------- --------------
Engineering Consoles: 3 Temporal Vortex Probe From this year’s anniversary probe. Clicky is good for about 5K.
  Hull Image Refractors +20% damage and a bunch of temporary hull is quite good for a universal console. Exchange purchase.
  Neutronic Eddy Generator Very high damage, has to be used at the right time or else you will toss enemies everywhere and tick off your teammates
-------------- -------------- --------------
Science Consoles: 5 Restorative Particle Focuser Mk XV [EPG][CtrlX]  
  Restorative Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
  Exotic Particle Focuser Mk XV [EPG][CtrlX]  
-------------- -------------- --------------
Tactical Consoles: 3 Lorca’s Custom Fire Controls Lorca’s Ambition 2/2, essential
  Constriction Anchor Exchange purchase; great passive, weak active
  Delphic Tear Generator Exchange purchase; great passive, decent active
-------------- -------------- --------------
Universal Consoles: 1 Temporal Disentanglement Suite One of the better crit consoles at this price point. I could have added another focuser, but more crit is helpful.
-------------- -------------- --------------
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lt. Commander (Universal - Science) Subspace Vortex III Exchange purchase, but really worth it
Trait: Restorative Protomatter Specialist, Leadership, & Efficient Photonic Officer I Cooldown mechanic, triggers Improved Photonic Officer
  Hazard Emitters I Cleanse/Heal
Officer 2: Lieutenant (Universal - Engineering ) Auxiliary to Structural I  
Trait: -- Emergency Power to Engines I Essential. This does a couple of things--one, allows me to reset Evasive Maneuvers with a doff. Two, triggers EPS power transfer to max out Aux.
Officer 3: Lt. Commander (Universal - Science/Temporal) Tyken’s Rift II AoE Secondary Def proc. Off-cycle from Gravity Well
Trait: Leadership/Space Warfare Specialist Chronometric Inversion Field I Procs Exotic Modulation, also a source for Spore-Infused Anomalies. Helps reduce incoming damage.
  Very Cold In Space I Winter Event Store
Officer 4: Commander ( Sci ) Gravity Well III
Trait: Efficient & Pirate Destabilizing Resonance Beam II Excellent SecDef proc
  Delayed Overload Cascade II Giant damage potential, works great on clumped enemies but will scatter them so must be timed well
  Structural Analysis I Excellent AOE Officer
Officer 5: Ensign ( Tactical ) Torpedo Spread I I Preferably the Gravimetric torp
Trait: Superior Romulan Operative    
Duty Officer Information Power Notes
1 Conn Officer Recharge Evasive Maneuvers after Emergency Power to Engines
2 Security Officer 26 of 47; % to boost DoT on use of Tac powers; % to boost Crit on use of Temporal powers
3 Security Officer 32 of 47; CrtD from Science abilities, Exotic damage boost from Intel (can't use the latter)
4 Projectile Weapons Officer Chance to boost CrtD on firing projectiles; Rare
5 Matter-Anti-Matter Specialist Chance for Gravity Well to knock Engines offline
6 Gravimetric Scientist Change to create aftershock Gravity Well

Traits

Personal Space Traits Description Notes
Context is for Kings Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistance Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec Exchange purchase; replace with Innocuous if budget limits
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Enlightened +15% Hull Regen and 15% Exotic Damage Exchange purchase
Give Your All Activating any Engineering Bridge Officer Ability will grant you additional damage reduction for a short time. This will register as a portion of the damage being Dodged. On activation of Engineering Bridge Officer ability: Reduce incoming damage by 20% for 3 sec This ship cycles engineering powers frequently; Engineering R&D
Grace Under Fire If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset. This trait will only trigger when Miraculous Repairs is already on cooldown, and can only trigger once every 90 seconds. Eng career
Ablative Shell After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec Excellent defensive trait
Particle Manipulator Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus ESSENTIAL; Science R&D
EPS Manifold Efficiency Boosts all power levels on use of Emergency Power to Engines and batteries. Eng career
Resonating payload Modification Torpedo weapons apply -5 Kinetic and Physical Damage Resistance Rating for 10s (max 10 stacks) Exchange purchase
Space Reputation Traits Description Obtained from
Auxiliary Power Configuration - Offense +6.25 Bonus All Damage, +6.25 Accuracy T4 Nukara
Particle Generator Amplifier 5% Bonus Exotic Damage T2 Iconian
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Precision +4% Critical Hit Chance T2 Romulan
Chrono-Capacitor Array 9.4% Bridge Officer Recharge Haste T2 Temporal
Starship Traits Description Notes
Improved Photonic Officer Extends Photonic Officer duration by 10 seconds. When activating Photonic Officer, +25% bonus shield healing, exotic damage, and hull healing for 30 seconds Essential, but pricy. From Tholian Iktomi (Lobi ship)
Improved Gravity Well Duration of Gravity Well increased from 20 sec to 40 sec Recharge time of Gravity Well reduced by 20 sec Primary Target of Gravity Well suffers -20 All Damage Resistance Rating for 40 sec Longer Grav Wells amplify all the other AOEs. Great trait.
Strike From Shadows When damaging a foe that doesn't have you targeted, for 30 seconds: decrease threat generation, +5% CrtH and +5% bonus All Damage. Also placate the target Damage and threat reduction
Ceaseless Momentum Whe firing torpedoes, +5% bonus kinetic damage for 45 seconds, +5 bonus kinetic damage resistance rating for 45 seconds, -1 sec to recharge time of torpedoes This is the one cheap trait on this toon (for Feds)
Exotic Modulation While this trait is slotted, using Directed Energy Modulation or any Temporal Operative ability will provide a large boost to Exotic Damage for a short time. Procced by CIF
Spore-Infused Anomalies While this trait is slotted, using any science or intel ability causes anomalies to do extra damage. Second-or-third-highest damage source; Somerville Intel Science Ship

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 30 / 79  
Shields 35 / 56    
Engines 35 / 66 Could set this higher to gain an AMP stack if the Warp Core gets [AMP] added to it.
Auxiliary 100 / 130
Set Name Set parts: # of # Effects Notes
House Mo’Kai science Imperial Rift 2/2 Boosts Exotic CrtD by 55.9% (scaling off Starship Weapon Amplification skill, which is at 105 on this toon) Essential
War Discretion Lorca’s Ambition 2/3 Stacking CrtD bonus  
Arsenal Synergy Protonic Arsenal 2/3 3% CrtH and 23% Photon Torpedo Weapon damage Essential
Task Force Tunings Task Force Ordnances 2/3 Boosts Chroniton and Polaron damage, adds turn rate Weak but low opportunity cost. See below.
Ship Stats Value Notes
Hull 61785  
Shields 17432  
Global Critical Chance 30.4% Resting; Particle Manipulator adds 50%
Global Critical Severity 150% Resting; Particle Manipulator adds 39.5%
EPG 395 Resting; spikes at 520
CtrlX 300 Resting
Turn Rate 55.6 deg/sec Resting + EPtE
Flight Speed 83.30 Resting + EPtE

Further Commentary

Controls and keybinds
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
  • [Spacebar] is my spambar. It includes Auxiliary to Structural, Torpedo Spread, Photonic Officer, Sensor Analysis, and Emergency Power to Engines, Structural Analysis. I tossed Constriction Anchor here as well and Subsystem Targeting - Shields here as well mostly so I wouldn’t forget to use them.
  • [2] is my big buff key. It includes EPS Power Transfer, Diversionary Tactics, Nadion Inversion, Intrusive Energy Redirection, Exotic Particle Floods, Engineering Fleet, Kobayashi Maru Transponder
  • [3] is my bread-and-butter Exotic combo: Gravity Well, Subspace Vortex, DRB, and Tyken's Rift, Very Cold in Space, Chronometric Inversion Field. I have to not spam this too hard for fear of reactivating Subspace Vortex
  • [4] are my basic heals: Hazard Emitters, Brace for Impact, Rotate Shield Frequency, and also Auxiliary to Structural.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered. Notably, Delayed Overload Cascade should only be triggered in specific situations (see below).
ISA/ISE Piloting Tips
Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). Hit the first group with basic Exotic combo, leading with GW. On ISE, use Temporal Vortex Probe and Delphic Tear and big buffs here as well. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread. Save GW/SSV. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well, SSV, and any remaining console actives (NOT Neutronic Eddy) + torpedoes. Can use a Reinforcements cooldown here as well.
Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and GW with the boost from Quantum Singularity Manipulation. Since this ship can flank, flanking angles on cubes, transformers, and generators are important. With any luck, the 425 CtrlX Grav Well will also suck in the remaining spheres. THIS is where you use Neutronic Eddy Generator to avoid flinging spheres all over the map. Finish off the tac cube (Delphic and Temporal Vortex Probe should be up again) and that should be it. On a slower run, I can often get a second round of big buffs and console actives on the gate or tac cube.
Piloting videos
I recommend this video because e30rnest is an excellent pilot and teacher.
Personally, here’s video of my record run (on ISE). If there’s interest, I might make a video with commentary.
When to fire things that toss enemies
You can easily anger your allies on most TFOs by hurling enemies vast distances with effects like Delayed Overload Cascade or Neutronic Eddy Generator instead of killing them. I have found that the best time to use these is on large, stationary targets with large numbers of small enemies clustered around them that are almost dead. Basically, GW the thing you want to kill, wait until the small targets are pulled in close and are low, and THEN trigger your Neutronic Eddy and/or DOC.
Budget considerations
I do not see how the core of this build can be easily cheapened without seriously degrading performance. The Starship traits on this build come from a Lobi ship and 4 C-store ships, plus a T6X token. It took a combination of grinding and some monetary investment to make this build happen, plus buying on sale. Improved Photonic Officer is good enough that I was willing to grind the Exchange for 4 months to pick up the ship/trait, BUT if that's too much to ask, I completely understand. You can still make this build work by dropping the Chrono Capacitor Array reputation trait and using Torpedo Astrometric Synergy instead; but there will be other cooldown issues (chiefly in Eng and Tac). If I was trying to save money, I would drop Exotic Modulation and Strike From Shadows first and replace with Improved Critical Systems or Unconventional Systems.
However, if budget was truly limiting, here's what you need to set up a properly successful EPG build in this particular subflavor:
  • Gravity Well III
  • The three SecDef procs: Tyken's Rift, Destabilizing Resonance Beam, and Structural Analysis
  • Gravimetric and Particle Emission Plasma Torpedo Launchers with Projectile Weapons Officers to reduce reloads
  • Constriction Anchor and Delphic Tear consoles (these will require some EC farming)
  • Lorca’s Ambition console + torpedo (Discovery rep)
  • Emergency Power to Engines I with Emergency Conn Hologram doff (VR reward from Phoenix Box)
  • Subspace Vortex III, Very Cold in Space, and Delayed Overload Cascade if you’re running a ship that can do it. This requires some EC farming If I had to drop a sci power, I’d drop DOC first.
  • Deteriorating Secondary Deflector Mk XV (the most important piece)
  • Temporal Defensive Initiative Starship Technologies 2-piece set if Imperial Rift 2-piece is not available
  • Temporal Operative specialization
  • Particle Manipulator (Science R&D, possibly the second most important piece)
  • Fleet Coordinator (always slot this)
  • As many Particle Focusers with [EPG][CtrlX] as you can slot from the research lab
  • Exotic Particle Flood devices and Quantum Singularity Manipulation active.
The above core build will still cost around 30M give or take and several pieces of reputation gear, but is much more attainable. Mark does not matter much for most items, but definitely get the Deteriorating Secondary Deflector to Mk XV.
Acquiring the Dranuur
Since this ship requires a T5 Colony to acquire, it can be difficult to buy despite technically being cheap/free with T6 reputations. My personal recommendation is either asking in the NoP Public Service channel or making a reddit post on /sto asking for a fleet invite, which is how I got mine. Note that you will need to be IN the fleet and not just on the map to buy the ship.
What is that Weapons Layout? I mean, MINES?!
The cheesy answer is that, aside from the Gravimetric and Particle Emission Plasma Torpedoes, weapons on a science ship are there to complete set bonuses, so why not have some fun with it? I have 3 torpedo launchers, a cannon turret, a beam array (sort of), and a mine launcher. A little bit of everything!
Now to the serious answer. For set bonuses, the Protonic Arsenal 2-piece brings excellent crit, so that’s a no-brainer to slot the Proton Weapon. Same with the Dark Matter Torpedo combined with its console. The Advanced Inhibiting Weapon has a guaranteed -10 damage resistance rating effect on any target slower than you--basically all the important ones. Lastly, the mine launcher provides a fairly weak set bonus, but the weapon does fire, it launches mines ahead of the ship rather than behind like most mines, and it is amplified by Ceaseless Momentum, so it does pretty well for an afterthought weapon.
Concluding Remarks
I've pushed this build farther than I'd ever thought I would personally achieve and it is not quite my most expensive but certainly up there. While there is certainly room for me to grow as a pilot, I am not pursuing major gear upgrades. This is the end result of the ongoing exploration that tilorfire27 and I have been doing into exotics and I am darn well-pleased with it.
submitted by Eph289 to stobuilds

Comprehensive Guide to Destiny 2's Damage Buffs/Debuffs/Modifiers - Update for DCV

Been a while since my last post and it's been relatively quiet since Season of the Worthy in terms of damage modifiers being added, changed, or removed. However as we move into Beyond Light and with the implementation of the Destiny Content Vault - DCV - we will be seeing big changes (a.k.a. removals) to damage modifiers that I thought would be better suited for another Reddit post to advertise to Guardians.
As per usual with these posts, my context: I have created spreadsheets which 'catalogue' all the damage modifiers, buffs, debuffs, and any thing in between that exist (or have existed, which I'll get to in a moment) inside Destiny 2. If something boosts the damage output of your weapon, super, grenade, or whatever then it's catalogued and categorized in these sheets! I'm currently working towards transitioning all the data and information onto either a website or a collection of infographics which will display all the modifiers in a much more user friendly (especially for mobiles) and aesthetically pleasing way versus using Google Sheets. No timeframe for this but for the time being the spreadsheets will remain updated as we move into Beyond Light. My spreadsheets are linked below:
https://docs.google.com/spreadsheets/d/1i1KUwgVkd8qhwYj481gkV9sZNJQCE-C3Q-dpQutPCi4
Speaking of Beyond Light, specifically the DCV, there has been revealed information of what content is (as of this post) going to be vaulted which directly affects a variety of modifiers. I'm going to list all of them, including some revamps and outliers like Pinnacles, to make people aware with less than 3 weeks left to go until Beyond Light.
---
Edit: added Anarchy, Lumina, Tarrabah, and Outbreak Perfected as an "essential" weapons to get as they become unable to be acquired in Beyond Light. Also thank you for the award! <3
Edit II: added Seasonal Exotics (Ruinous Effigy, Witherhoard, Eriana's Vow, The Fourth Horseman, Symmetry, and Tommy's Matchbook) to the "essential" weapons list as well; some can still be acquired via Arrivals content or with an Exotic Cipher thru Xur or Rahool.

Vaulted Modifiers

Leviathan Mods
One of the largest removal of modifiers comes due thanks to Leviathan disappearing - including all Leviathan-based Raids, The Tribute Hall, and The Menagerie. This means all Leviathan Armour Mods which are only active on Leviathan locations will become deprecated and removed, including these pretty potent damage mods:
  • Striking Hand - 20% all damage output increased for 10s on a successful Melee kill (can refresh indefinitely)
  • Heavy Hitter (Power Overwhelming in Y1) - 15% Power Weapons damage output increased for 10s on a successful Major and higher tier combatant killed by a Power weapon (can refresh indefinitely)
  • Energized - 15% Energy Weapons damage output increased for 10s on a successful any combatant killed by an Energy weapon (can refresh indefinitely)
  • Emperor's Shock, Blaze, and Balance - 25% All Elemental Abilities [Arc, Solar, and Void respectively; Supers, Grenades, and Melees only] damage output increased (constant)
Currently drop: for Y2/3 Armour pretty rare RNG drops from Crown of Sorrow Raid, and The Menagerie; for Y1 Armour they were actually intrinsic to Armour pieces when they dropped but you could change them around with Calus Tokens. If you have them unlocked on your Collections you can get these Y1 version (not the actual Y2/3 Mods) Armour.
Value: as all Leviathan locations are disappearing, Leviathan-based Armour are being Light-capped starting with Beyond Light, and the fact they don't work any where else... probably zero. As a collector you might want to knock out those Menagerie runs to collect them but as we have no knowledge of when and in what capacity returning DCV content will look like I'd make the assumption these Mods will be easily acquired if/when Leviathan Locations and Gear make a return.

Forge Ignitions Mod
All Guardian's favourite AFK arena is disappearing and that too of a pretty unknown but unique damage modifier which could be applied to Forge Ignition weaponry on a unique "Temper Effect" slot:
  • Obsidian Radiance - 5% weapon damage increase during active constantly Forge Ignitions, plus a visual "radiance" effect on your weapon
Currently drop: not too rare RNG drops during successful Forge Ignitions, they can only be used on Forge Ignition weaponry (like Kindled Orchid)
Value: Forge Ignition weaponry are getting Light-capped starting with Beyond Light and the Obsidian Radiance only works during Forge Ignitions. If you want the pretty light-wave effect on your Forge weaponry then get a few of these but just remember the weaponry cannot be brought into end-game content!

Prestige Lairs, The Reckoning, and Miscellaneous Activity Modifiers
You don't see much of the following activity Modifiers being utilized around Destiny 2 as they specific to their own modes, and now they will be disappearing completely (unless they are used for future new Activities):
  • Frenzy - 100% Melee damage increase on any Weapon kill; refills Melee charge completely, consumed on Melee kill
  • Triumphant Rush - 100% all Weapon damage increase on Melee kill; refilled weapon magazine completely, consumed on any Weapon kill
  • Prism (Buff) - 300% Elemental damage increase during correct Element cycle; affects all Elemental damage including Weapons, Supers, Grenades, and Melee
  • Prism (Malus) - 50% Elemental damage reduction during incorrect Element cycle; affects all Elemental damage including Weapons, Supers, Grenades, and Melee
  • Sundering Light - All outputting damage from inside a Well of Light [in the Knight Boss room; spawns on Hermit kills and lasts 18s] will do ~24times more damage than if you weren't in a Well of Light
Raid Lairs are being vaulted which means the unique Prestige Modifiers - Frenzy & Triumphant Rush - go too. These were pretty fun to mess around with and stacking with the Leviathan Mods meant you could easily clear a lot of those pesky Minotaurs, Centurions, and Bosses without sweating.
Prism - also featured in Prestige Raid Lairs - has been seen in other activities like The Reckoning and is/was the most potent damage buff in Destiny 2 going. OGs from Destiny 1 will remember Elemental Burns from Strikes: Prism is like the kind-hearted, sainted brother version because it doesn't apply to enemy combatants! An extremely useful modifier because you can stack with other Modifiers (like Buffs, Debuffs, Leviathan Mods) AND it affected all outgoing Elemental damage. The true downside was the malus of using an incorrect Element (e.g. Arc in a Void cycle) was pretty punishing. Try using a Celestial Nighthawk Golden Gun in a non-Solar cycle against the boss and see very little damage being done. Personally, Prism remains one of my favourite in-game damage modifiers (including all the Buffs, Debuffs, and Oppressive Darkness) because it promoted cycling through your weaponry constantly and strategizing loadouts and when to do a damage phase.
Every Guardian's favourite activity - the Reckoning - is also going and that means the Gambit-style Well of Light is too. Only active during the Knight Boss room, shooting and damaging inside a Well of Light was effectively the only way to do actual damage to those bigboi Knights.

Seasonal Activity Modifiers
I suppose the first few instances of a DCV system before they made DCV into a actual thing were these Seasonal activities; they appear for a few weeks then go away and come back a year later. We have had the Summer and Halloween events with damage modifiers twice now: 2019 and 2020, and both times none of the modifiers were revamped or changed:
Solstice of Heroes
  • Arc Buff (Melee) - Collect 30 Arc Orbs (Arc Kills drop these while running a Arc Subclass) on any destination or playlist (except Gambit Prime and Comp PVP) and for 30s you will do 100% increased Melee damage; also enhances Guardian movement speed and generates Sword ammo for free
  • Arc Buff (Sword) - Collect 30 Arc Orbs (Arc Kills drop these while running a Arc Subclass) on any destination or playlist (except Gambit Prime and Comp PVP) and for 30s you will do 50% increased Sword damage; also enhances Guardian movement speed and generates Sword ammo for free
  • Elemental Buffs - Active Modifier in the European Aerial Zone which affected Major and above tier combatants only; do 100% more damage if you used the same Element (Elements cycled every daily reset) - Weapons, Supers, Grenades, and Melees are affected by this buff
Festival of the Lost (The Haunted Forest Mask Mods)
  • Higher Purpose - 150% all damage to all combatants increased; also provides damage resistance while airborne
  • Vampiric Touch - 200% all damage to Major and above tier combatants increased; also triggers health regen on precision kills
  • Energetic Assassin - 250% all damage to Nightmare Terrors increased; also grants Grenade and Melee energy on precision kills

Revamped, Removed, and Exotic/Pinnacle Modifiers

Gambit
With Gambit and Gambit Prime being merged into a single "Perfected" mode, a few changes to the current mechanics and setup is incoming. No concrete details as to what will be happening during the Primeval phase (I'm assuming they'll stick to the Gambit Prime model for damage modifiers), but we did get news regarding Prime Armour Set Buffs:
  • Primeval Slayer 1-10 (Gambit Normal) - With every phase stack of Primeval Slayer, damage towards the Primeval Boss is increased. Each stack from 1 thru 10: 37% // 73% // 105% // 124% // 143% // 159% // 178% // 197% // 289% // 400%
  • High-Value Target (Reaper Gear Set Buff at +3) - 100% all damage to high-value targets and Ultras (NOT Primevals) increased; also marks these combatants with a debuff marker for 10s but can be reapplied at any time. Can stack with all other Modifiers including Global Buffs and Debuffs
  • Killmonger 4x (Invader Gear Set Buff at +10) - 100% all damage to any combatants in own Gambit arena increased for 30s; successfully killing in and returning from Invasions gives modifier which stacks up to 4x. Per stack: 22% // 50% // 74% // 100%
  • Umbral Strike 5x (Sentry Gear Set Buff +3) - 200% all damage to Taken combatant increased; double kills and above per engagement begins stacking Umbral Strike modifier and is kept until damage performed to Taken combatant and is consumed but can be re-stacked. Per stack: 45% // 81% // 118% // 155% // 200%

Pinnacle Weapons
Technically not being "vaulted" like the above modifiers but for all intents and purposes will become deprecated due to these following weapons being Light-capped at the beginning of Beyond Light. While they will still be usable in non-end game content, for the purposes of making people aware I'll list them here (and keep them as "live" on my sheets) as these weapons have unique modifiers which do not exist on other weapons:
Crucible
  • Luna's Howl & Not Forgotten (Magnificent Howl) - 60% damage increase to non-precision hits; rapid double precision hits buffs LH/NF
  • The Recluse (Master of Arms) - 20% damage increase; killing combatants with The Recluse or any other weapon buffs The Recluse for 3s (can refresh indefinitely)
Gambit
  • 21% Delirium (Killing Tally 3x) - 65% damage increase to non-Ultra combatants, or 25% damage increase to Ultra combatants; killing combatants with 21% Delirium stacks up to 3 and does not get consumed until weapon reload, pick-up world item, or stowed. Per stack: 22% // 43% // 65% (non-Ultra), or 8% // 16% // 25% (Ultras only)
Vanguard
  • Loaded Question (Reservoir Burst) - 33% damage increase on the first shot of a fully-loaded magazine; combatants will also explode upon death
  • Oxygen SR3 (Meganeura 3x) - 180% Dragonfly damage increase; add stacks by performing precision hits, which stacks up to 3. Per stack: 45% // 134% // 180%
  • Wendigo GL3 (Explosive Light) - 70% damage increase for up to 6 grenades; pick up Orbs of Light to add stacks of Explosive Light

Exotics & Exotic Catalysts
Plenty of Exotics and some Catalysts quests or progression will become unavailable at the start of Beyond Light but these weapons and catalysts aren't being "vaulted" and do not have a Light-cap like Pinnacles and Legendary ArmouWeapons. In fact they will be put into a new "Memorial Kiosk" located in the Tower, some may presumably be part of Xur's wares, or will become available in future Seasons but no solid information as to any of these acquisitions. So it's probably essential, especially as most of them listed below are attached with Exotic Quests/Raids/Progression that have guarantee drops, to get them before Beyond Light!
I've also listed some Seasonal Exotics (past and Arrival) which haven't been listed in the linked article as they are technically "available" to be purchased via an Exotic Cipher or acquired in Season of Arrivals:
Exotics
  • Ace of Spades (Memento Mori) - 50% (33% PVP) damage increase
  • Anarchy (Arc Traps) - 100% damage increase when two Arc Trap mines are linked and damaging a combatant
  • Bad Juju (String of Curses 5x) - 100% damage increase; stacks up to 5, each stack is a 20% increase
  • Izanagi's Burden (Honed Edge 4x) - 300% damage increase; reload a full magazine to "combined" those bullets in one singular empowered shot
  • The Last Word (Fan Fire) - 30% Precision Hip-Fire damage increase [vs Precision ADS]
  • Le Monarque (Poison Arrows) - 74% combined Poison damage-over-time + Arrow Shot damage [vs non-Poison Arrows]
  • Lumina (Blessing of the Sky) - 35% (20% PVP) damage increase, acts as a Global Buff [cannot be stacked with things like Weapons of Light or Well of Radiance]; pick up Remnant balls from defeated combatants by Lumina and hip-fire at an ally to add this Global Buff to you and your ally
  • Outbreak Perfected (Parasitism) - 30% (18% PVP) initial weapon damage increase when Nanites are attached to combatants (via Precision hits) which scales upwards to a maximum of 350%, does not affect Nanite damage; can stack with other Guardian's Outbreak Perfected damag
  • Polaris Lance (The Perfect Fifth) - 165% combined 5th Shot + Explosive + damage-over-time damage [vs non-Charged Damage shot]
  • Sturm (Storm and Stress) - 262% (88% PVP) damage increase, empower Sturm by killing combatants with Drang
  • Tarrabah (Ravenous Beast) - 99% Precision / 187% Body damage increase; get kills with Tarrabah to 'feed' weapon which enables buff; getting consistent kills extends duration
  • Thorn (Soul Devourer) - 200% Poison damage-over-time increase; pick up Remnant balls from defeated combatants by Thorn to increase the Soul Devourer duration
  • Wordline Zero (Tesseract) - 15% damage increase during Tesseract use [vs non-Tesseract Heavy damage]
Arrival Seasonal Exotics (acquire during Season of Arrivals)
  • Ruinous Effigy (Deconstruction; catalyst) - 30% Trace-laser mode damage increase to combatant damaged by Transmutation Sphere [the "pick-up" ball]
  • Witherhoard (Break the Bank) - 100% damage increase when Blight is stuck to combatant [vs AOE Blight]; or gain 200% damage increase when a Sticky Blight AND an AOE Blight are combined [vs AOE Blight]
Old Seasonal Exotics (requires an Exotic Cipher from Season Pass; spend at Rahool or Xur)
  • Eriana's Vow (Death at First Glance) - 33% damage increase when ADS first initial shot and keep buff for every successive Precision and/or Shield hits
  • The Fourth Horseman (Broadside 4x/5x; catalyst) - 63% damage ramp-up increase, 87% damage ramp-up increase w/ catalyst; more information in the sheets as too complex to summarise here
  • Symmetry (Dynamic Charge 15x/20x; catalyst) - 450% damage increase, 600% damage increase w/ catalyst; 150% maximum damage increase for PVP activities; more information in the sheets as too complex to summarise here
  • Tommy's Matchbook (Ignition Trigger) - 99% (55% PVP) damage increase when continuous fire is made after 20 bullets have been expended; also burns your shield away but Guardian health is retained
Catalysts
  • Ace of Spades (Funeral Pyre) - 50% (57% PVP) Firefly damage increase
    • Weapon will become unable to be acquired in Beyond Light
    • Catalyst drops RNG from Strikes Playlists, Nightfall: The Ordeal Strikes, Gambit, and Crucible game modes
    • Can still be acquired and progression of catalyst can still be made in Beyond Light
      • To complete: 500 kills with Ace of Spades
  • Izanagi's Burden (Peerless Edge) - 20% flat damage buff to Honed Edge, increasing Honed Edge 4x to 380% damage output
    • Weapon will become unable to be acquired in Beyond Light
    • Catalyst drops from 1) having a fully upgraded Chalice, and 2) Completing a Heroic Menagerie run, where it drops from the final chest
    • Acquisition of catalyst will be made unavailable in Beyond Light due to the removal of The Menagerie, but progression of acquired catalyst can still be made
      • To complete: 500 kills with Izanagi's Burden
  • Outbreak Perfected (Disease Vector) - 25% (18% PVP) Nanite damage increase
    • Acquisition AND progression of weapon/catalyst will be made unavailable in Beyond Light due to removal of Zero Hour
    • As detailed in this post, you must start this progression immediately and BEFORE the next Destiny Weekly reset (27th October) and then complete + do the configuration puzzle leading every week up to Beyond Light
      • Also required to complete: 500 Precision kills with Outbreak Perfected
  • Whisper of the Worm (Whispered Breathing) - 35% Precision damage increase
    • Acquisition AND progression of weapon/catalyst will be made unavailable in Beyond Light due to removal of The Whisper
    • As detailed in this post, you must start this progression immediately and BEFORE the next Destiny Weekly reset (27th October) and then complete + get the secret chests every week leading up to Beyond Light

Seasonal Mods

Seasonal Mods follow the same juncture as Seasonal Event Modifiers in that they come-and-go through the year. So far we have had both repeat and brand new Modifiers come from each Seasonal Artifact and this is likely the model that will continue through Beyond Light's year of Seasons. A list of the damage-buffing Mods we have seen since Shadowkeep:
  • Thunder Coil - 54% Arc Melee damage increase on an Arc Powered Melee hit
    • Available in Seasons 8 & 10
  • Volatile Conduction - 30% Arc Super damage increase when in a critical health state, lasts for the duration of your Super
    • Available in Season 11
  • Solar Plexus - 25% - 60% [various dependant on Class] Solar Melee damage increase; always active
    • Available in Seasons 9 & 11
  • Oppressive Darkness - Global Debuff which allows for 30% damage increase [does not stack with other Global Debuffs] from Void Grenades damaging combatants
    • Available in Seasons 8 & 11
  • From The Depths - 30% Void Super damage increase when in a critical health state, lasts for the duration of your Super
    • Available in Seasons 8 & 9
  • Tenderizer - 300% Weapon damage increase to Unstoppable Champions for both you and your nearby allies when you stagger a Unstoppable Champion with this Mod on; also provides 10% Weapon damage increase to all other combatants
    • Available in Season 9

New & Upcoming Sandbox Changes

Beyond Light brings some brand new and announced changes to the sandbox. A quick reminder of those upcoming changes (as of this post):
New
  • Athyrs's Embrace (Hunter Exotic Gauntlets) - "The Hunter's weighted knife gains a second ricochet; rapid precision hits gain a damage bonus and can temporarily stagger enemies."
  • Dawn Chorus (Warlock Exotic Helm) - "Feel that sweet burn. The Warlock's Daybreak projectiles deal extra damage and cause enemies to burn on contact. Gain melee energy each time a burn damages a target."
  • Necrotic Grip (Warlock Exotic Gauntlets) - "A deadly caress, compounded. Melee attacks corrupt enemies with increasing damage over time. Defeating a corrupted combatant spreads the corruption to nearby targets and restores melee energy."
Revisions
  • Vortex Frame (Falling Guillotine) - 290% Charged Heavy Attack damage increase [vs non-Charged Heavy Attack] at the expense of 4 ammo; also performs 7 ticks of damage-over-time
    • Announced in this TWAB to be getting a "~24 percent" reduction in Heavy Attack damage
      • Author note: This would likely bring it down to about 215% which is still pretty potent when paired with an array of Debuffs and Buffs.
      • For perspective the Caster Frame (Temptation's Hook) does 170% Charged Heavy Attack damage [vs non-Charged Heavy Attack] at the expense of 8 ammo, with 10 ticks of damage-over-time
      • Crow's Wings (Black Talon) does 200% Charged Heavy Attack damage [vs non-Charged Heavy Attack] at the expense of 4 ammo, with 2 ticks of damage-over-time; theoretically can be boosted up to 350% with Black Talon's Reversal catalyst perk (blocking damage by guarding) if done in very quick succession

These are, as of the time of this post, the Modifiers which are either indirectly or directly affected by DCV or overhauls to game modes/Mods. Some may return in Beyond Light or near-future Seasons, but a few will be removed presumably forever. I'll continue to document and catalogue any and all changes through these interesting DCV times, and of course continue to add and make changes to modifiers affected by Sandbox changes. The next sheet update will be after Beyond Light's release, but you can view any progression on my WIP "Dev Sheet". The spreadsheets link once again:
https://docs.google.com/spreadsheets/d/1i1KUwgVkd8qhwYj481gkV9sZNJQCE-C3Q-dpQutPCi4
Once again thank you everyone who has used or continue to use my sheets. As mentioned above too, I'm currently migrating my sheets to a website/infographics model to be more user-friendly (and mobile-friendly) but this will take a little time. You can contact me via Reddit or Discord DMs for any queries, questions, corrections, or whatever. :)
-Court
submitted by CourtRooom to DestinyTheGame

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