Fortnite Mentor Monday - ask your questions here!


Mentor Monday - ask your questions here!

Posted: 12 Aug 2018 11:15 PM PDT

Welcome to Mentor Monday, a thread where anyone can ask any type of question without the fear of getting deathly glares by a passing Blaster! Questions can range from whats new in Fortnite, whats the current meta, or even where did the storm even come from? Questions can come from brand new players, players returning, or veteran players who never got a chance to ask the right question(s).


New Player Guides | WhiteShushii's AIO Guide | Guide to Budget/Free Progression | Other guides | FAQ

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You can cancel out of Wallop's leap attack by summoning a Hoverboard. Combine this with other movement techniques for insane speeds.

Posted: 13 Aug 2018 10:09 AM PDT

Dark Shredder and Red Hydra (Concept)

Posted: 13 Aug 2018 03:16 PM PDT

I've been playing for months & only just realized some of the Survivors are also Defenders

Posted: 13 Aug 2018 11:25 AM PDT

Ray tried to warn us this would happen

Posted: 13 Aug 2018 05:38 PM PDT

She told us to defend all 4 servers but we were all happy enough to settle for just winning with 1. Appears that caught up with us now.

submitted by /u/Porsche95turbo
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100+ hrs and 20PL later, global chat explained

Posted: 13 Aug 2018 01:00 PM PDT

New mini boss: Usain Bolt

Posted: 13 Aug 2018 04:50 PM PDT

when you spent the last two days trying to find 5 arcade machines, only to see this on the last one.

Posted: 13 Aug 2018 04:38 AM PDT

Flamethrower Concept/Idea For fortnite save the world.

Posted: 13 Aug 2018 07:48 PM PDT

Remove voting system

Posted: 13 Aug 2018 03:17 PM PDT

Please, delete the voting system in the pve!
After adding this function, I have to wait for 30 minutes until random players from my team farm and after starting the mission. Or change the time after which I can start the mission. I don't see any benefit, except as a waste of time.

Have a nice day

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Honestly done with these survivors saying “I cannot leave without it”

Posted: 13 Aug 2018 02:34 PM PDT

I cannot leave without it my ass...when I come back youre getting gangbanged by 20 husks and youre still alive and kicking smh

submitted by /u/exalted_0
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Just for Fun memes.

Posted: 13 Aug 2018 08:25 PM PDT

Just a boring old husk today.

Posted: 13 Aug 2018 07:51 AM PDT

A guy with this inventory was in my round. Thats amazing!

Posted: 13 Aug 2018 04:33 PM PDT

Epic! Your game is literally unplayable. We CANNOT get past this mission because it is bugged in PL 28. PLEASE FIX IT.

Posted: 13 Aug 2018 09:10 AM PDT

[QoL] Tier of Materials earned in each Zone

Posted: 13 Aug 2018 12:53 PM PDT

How about we do an update to the materials you earn in the current zone you are in based on the Power level range more adequately giving you what you need where you need it. Drives me a bit crazy still getting malachite in 88 missions in twine... By the time you get to a new zone you should be getting significantly less of the previous tier materials. This would help keep you on track/pace to level your weapons/schematics.

Stonewood

  • 1 | Only current Tier
  • 3 | Only current Tier
  • 5 | Only current Tier
  • 9 | 10% Next Tier / 90% Current Tier
  • 15 | 20% Next Tier / 80% Current Tier
  • 19 | 30% Next Tier / 70% Current Tier

Plankerton

  • 19 | 20% Previous Tier / 80% Current Tier
  • 23 | 10% Previous Tier / 90% Current Tier
  • 28 | Only current Tier
  • 34 | 10% Next Tier / 90% Current Tier
  • 40 | 20% Next Tier / 80% Current Tier
  • 46 | 30% Next Tier / 70% Current Tier

Canny Valley

  • 46 | 20% Previous Tier / 80% Current Tier
  • 52 | 10% Previous Tier / 90% Current Tier
  • 58 | Only current Tier
  • 64 | 10% Next Tier / 90% Current Tier
  • 70 | 20% Next Tier / 80% Current Tier

Twine

  • 76 | 20% Previous Tier / 80% Current Tier
  • 82 | 10% Previous Tier / 90% Current Tier
  • 88 | Only current Tier
  • 94 | 10% Next Tier / 90% Current Tier
  • 100 | 20% Next Tier / 80% Current Tier

A possible expansion of this would be bumping difficulty could add an additional offset to the materials you earn. Gives players an extra reason to bump difficulty (example for people doing 100 missions to earn more t5 mats) and gives people who just get into a new zone reason to bump difficulty, could completely offset the material earn rate to the current tier only.

submitted by /u/SKuDD3r
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Quick Mini-Idea

Posted: 13 Aug 2018 06:04 PM PDT

When you log into Save the World, Ray greets you with a random, fun line.

"Heya, Commander. Welcome back!"

"Ah, you're back, awesome!"

"Welcome back, Commander. Ready to get freakin' husked up?"

submitted by /u/TheOtherJTG
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How to MELT LITERALLY ANY THING with Urban ASSault

Posted: 13 Aug 2018 09:08 PM PDT

ALRIGHT, ARE YOU A PERSON THAT WANTS TO HAVE A LOAD-OUT BASED ON NOTHING BUT SHEER DAMAGE? DO YOU WANT TO BE A PROFESSIONAL LIKE WHITESUSHI AND DEBUNK THIS POST WITH SOMETHING STRONGER (please don't i just want to feel special man)? WELL I HAVE THE LOAD-OUT FOR YOU.FIRST WERE GONNA GO THROUGH THE INDIVIDUAL PARTS OF THE LOAD-OUT, IF YOU JUST WANT TO KNOW HOW TO MELT HUSKS SCROLL DOWN.

  • PRIMARY

Now as we all know, the best gun in the game is a siege breaker with 50% magazine size ((((45 round mag MMM)))) so thats what were gonna be using today, if you're nit picky and want to know exactly what I, the god of husk melting, has it's this:

Siegebreaker: 30% Damage, 50% Mag size (45 round mag), Energy 20% Damage, 40% Headshot Damage, 45% Damage to Afflicted, HS Explosions.

This thing is a literal HOSE if you know how to finesse those headshots 100% of the time. Like, you can clear out a medium sized horde with just the siege breakers stat perks, BUT THEN you add the headshot explosion and you can clear out an entire strip mall of husks.

  • SECONDARY

If you're going to play the Urban Thiccy you NEED a deathstalker. Here's mine:

Deathstalker: 30% Damage, 63% mag size (24 round mag as opposed to the non-divisible by 3 26 round magazine), 20% Energy Damage, 40% Headshot Damage, 45% Damage to afflicted, Affliction for 6 seconds

I have never seen a lobber vanish so fast... just PAP PAP PAP gone

  • BIG BOY

It doesn't matter whats in this slot, just know that it has to have affliction and reasonable impact.

The Bear: 30% Damage, 75% Reload speed, 20% Energy Damage, 30% Damage, 45% Damage to Afflicted, Affliction for 6 seconds.

The only thing better than this gun is an actual god damn bear, we're clocking in at 100k point-blank non-crit headshot damage right there, and Im only pl 70. Combine that with the consistent ROT given by the reload speed it takes down Blackboot Bitch in like 30 seconds.

  • MORAL SUPPORT TEAM

These buds are the people that cheer you on to be a literally fuCKING LAWNMOWER.

SUPPORT BONUS - Urban Assault Blackbeard: 27% Headshot damage. It doesnt sound like much but this perk alone can cripple minibosses

TACTICAL BONUS - Plasma Specialist Thicccc bunny penny: Affliction grenades. The only thing thiccer than the Urban ASSault Thiccy is this 4c healthy piece of art.

  • HOW TO MELT HUSKS LIKE BUTTER ON THE STREETS OF ARIZONA
  1. Grenade the big boy: Toss that boom boom ball and get that sweet first stack of affliction
  2. Tag them with The Bear: doesnt matter the range, if you can hit them with the grenade you can hit them with this just tag them for that 2nd stack of affliction
  3. Cripple them with the Deathstalker: The next thing you want is to get that 45% debil shots stack + your 3rd debil stack, so why not get both at once. Hell, if youre a god at hitting headshots get a triple tap headshot on that big boy to cripple them more.

So now that big boy is plagued with 3 stacks of affliction, 45% damage increase, and is probably dead but if they aren't dead yet here's the last step

  1. Take out your Siegebreaker and hold left click on their god damn head, thats it. 45 rounds going at 19 RPS with a flat 140% damage boost and 67% headshot damage boost. The only things that can live that combo is either Blackboot bitch or a Trap-Vuln Miniboss.

Now, there are more efficient ways to do this but they're with guns that i just don't like, they're good i just don't like some aspects of them.

submitted by /u/ThiccBoi_
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A sad day for mankind

Posted: 13 Aug 2018 02:32 PM PDT

Ever noticed Joe "Ramsie" Bo has a Black Shredder?

Posted: 13 Aug 2018 06:51 AM PDT

My best attempt at fleetfoot Ken. Be gentle

Posted: 13 Aug 2018 04:23 PM PDT

All i did was build the base and a kind soul blessed me with these. Love getting rewarded for once (EPIC)

Posted: 13 Aug 2018 12:56 PM PDT

Yay got my roadtrip weapon collection done

Posted: 13 Aug 2018 03:36 PM PDT

Beginners guide to increasing your damage

Posted: 13 Aug 2018 03:01 AM PDT

Hey guys, Whitesushi here. Fortnite is a game about killing stuff. In fact, all our missions require us to kill stuff in order to successfully defend some form of an objective. As such I want to talk about the many ways a player can obtain more damage or rather where your main sources of damage come from. Do note that this is a beginners guide so I won't go into too much detail on some of the stuff but that being said, I left something in that might interest veterans alike. On a side note, I also hope to help new players understand that

  1. Having good weapons doesn't mean you are going to have good damage
  2. and consequently there's no point trading for high level weapons

Also, some disclaimers before we dive in

While damage, more specifically weapon damage, is the focus of this post, I'm not trying to say that it is the only thing that matters in this game. Players can perform just as well on any other role, stacking any other stat as long as they contribute to the objective. In fact, a low damage player is still infinitely better than a non-contributing high damage player farming in the corner of the map. Furthermore, weapon damage isn't the only damage in this game. For most missions, majority of your damage is going to come from either traps/ abilities because those are the factors that hit many targets. However, I choose to focus on weapon damage because there are things to min-max and I like min-maxing

Feel free to refer to my other post here for my thoughts on min-maxing

With all that out of the way, let's jump in


1. Offense survivor squads (F.O.R.T)

So we all know that survivors that are slotted into offense squads give us damage, but how does it do that? If you look at the top left of each survivor card, you will notice a number. This number represents the power level of the survivor but also how much stat you get when you put him into a squad. There are a few ways you can influence this number being

  1. Leveling the survivor up increases this number
  2. Evolving the survivor increases this number
  3. Placing the survivor in a squad with matching leader increases this number based on the leader's rarity
  4. Placing the survivor in a squad with non-matching Mythic leader decreases this number

What determines the stat it gives is the squad you place him in. If you place him in Fire Team Alpha/Close Assault, you are going to get Offense and if you place him in EMT/ Training Team, you are going to get Fortitude. A fellow community member u/korb3n did a really good visual representation of this and you can check out his post here. Either way, to understand the influence of survivor squads, we need some numbers. Just know that

  • A level 1 legendary survivor has 20 power level in an empty squad
  • A hunter-killer (yes, not Siegebreaker because I like switching things up) has 30 base damage

When you place this legendary survivor into an offense squad, your offense is going to go up by 20. Assuming the player has 0 offense to begin with, he now has 20 offense. This 20 offense helps scale the base damage of hunter-killer in the following equation

New Damage = Base Damage * ( 1 + Offense / 100 ) 

Which means that his hunter-killer is going to now do 36 damage as seen from the calculation below

30 * ( 1 + 20/100 ) = 30 * ( 1 + 0.2 ) = 30 * 1.2 = 36 

That's a lot of damage and since a player can get up to around 2479 offense from both offense squads combined, the base damage can go up to 773.7 from survivor squads alone, making it a 25.79 times increase. That being said, do note that this 26 times can only be achieved by maxing out your survivor squads which is something new players aren't going to do right off the bat. However, it is still worth bringing up and actually takes up quite a sizable portion of your overall damage

2. Skill & Research Trees (F.O.R.T)

These 2 work similarly to the above as they add stats to your overall offense which is then used in that little formula I included. You can access these by going to your skills tab located in the main menu. For the skill tree, you get points by

  1. Increasing your commander level (which isn't shown) - about ~90% of your skill points come from this
  2. Completing your own stormshield defense missions
  3. Increasing your collections book level up to 130

basically also known as playing the game. You can then use these points to purchase nodes on the tree that give you offense. Research on the other hand is a little bit more complicated and tedious. You need to login everyday to collect resource points from the resource tree. If you don't collect it and it fills up, you won't get any more and will be basically missing out on potential points.

You can make the process faster by picking up the research generation skill points located in the skill tree but you need to be in Canny Valley to take advantage of the highest tier of that skill

Anyways, like the skill tree, players can choose to invest points into offense nodes. There are a few other things you can spend the points on including transformations and expeditions so its up to you how to allocate your points but do note that it takes quite a long while to max things out on the tree. Altogether, skill tree and research tree gives us a total of 548 offense


3. Weapon Level

Earlier we talked about the F.O.R.T stats, now we focus on the weapon itself. When you level and subsequently evolve a weapon up, the weapon gains base damage (just like survivors). To level weapons up, you need schematic experience which you can obtain from doing missions. A good way to farm these experience would be to look for missions which

  1. Give duplicate schematic XP rewards
  2. 4 player missions
  3. Category 4 atlas (if you can handle it comfortably, otherwise run Deliver the Bomb)

Moving on to how weapon level affects damage, the formula looks something like

New Damage = Base Damage * (1 + #Levels * 0.05) * ( 1 + #Evolutions * 0.2) 

and while I noticed that the evolution part of it is a little wonky when calculating certain assault rifles, it works for the most part. Either way, here's an example to get you guys started. If I were to find the base damage of a level 50 Hunter-Killer, the formula would be

30 * ( 1 + 49 * 0.05 ) * ( 1 + 4 * 0.2 ) = 30 * ( 1 + 2.45 ) * ( 1 + 0.8 ) = 30 * 3.45 * 1.8 = 186.3 

Do note that again, we assume a level 50 weapon which is not something beginners are immediately accessible to but it represents correctly how much of a power growth you can expect to gain by focusing on this aspect. As you can see, this is only about a 6.21 times increase to damage as opposed to the 25.79 times survivor squads gave. That said, this does not mean survivor squads are like 5 times better than weapon levels and I will explain this a little later

It is also worth noting that leveling weapons up lets you unlock perks which subsequently increase your damage but we are not covering that in this section.

4. Shadowshard

This is pretty small but still part of the whole "weapon" kit. When you level a weapon up to 30 and try to evolve it, you get the option to choose between either Obsidian or Shadowshard. Besides the resources used for crafting the weapon going down an alternate path, the weapon stats also change being

  • It gains 20% damage
  • It loses 10% fire rate
  • It loses 20% durability

The resulting DPS changes differ from weapon to weapon but just know that going Shadowshard is an overall DPS increase but Obsidian does more damage per craft. You can read up more over at my other post which is quite dated but still fairly relevant since Epic didn't really change this mechanic much. As a new player, this is basically something you don't have to worry about for a while but for reference sake, just think of it as a 0.1 to 0.2 times increase in DPS


5. Perks

Last but not least, we have our perks. First you have to understand that there are 2 types of weapons, one being the general weapons you get from llamas like Siegebreaker, Hunter-Killers and another being "limited" weapons you get from event questlines or the event store. The difference between the two is that

  • General weapons follow the same perk rules meaning you can only roll damage related perks on 2 slots, utility perks on 1 slot and a specialty perk on the last

  • Limited weapons follow their own rules meaning some of them might let you roll damage related perks on 3 slots, be missing a specialty slot or having a fixed element slot

When you obtain a weapon from a llama, it comes with a set of perks dictated by a set of rules put in place on what you can and cannot roll mentioned above. These perks are also generally low rarity. You can make the perks better through 2 ways mainly

  1. Coming up with synergies like critical hit rating + critical hit damage by rerolling certain perks through the use of RE-PERK!
  2. Increasing their rarity and consequently the amount of stats they give through PERK-UP!

Both resources mentioned can be farmed through missions just like schematic XP so refer to the section above if you missed it and want some tips for farming them. On top of missions, the weekly event store also sells lower versions of the PERK-UP! which you can obtain using gold.

The calculations aspect of perks is very complicated so I won't go through how it works but just think of it as a modular system that runs something like

New Damage = Base Damage * Damage * Critical * Headshot 

Overall, streamlining and maxing out perks at an early stage would only net players about 1.8 times increase in DPS which is honestly not that significant. However, I would like to reiterate that this "times" thingy is just for reference and I will explain it further down.

6. Loadout

In other words, your hero and support slots. As you level heroes up, they

  • Unlock abilities
  • Unlock higher tier bonuses

For example when you level Urban Assault Headhunter to level 20, you gain access to her "Make it Rain" and "Rain Faster" perks which essentially gives you 50% fire rate. On the flip side, as you evolve her to 2 stars and subsequently 3 stars, her bonus "Improved Headshots" increases from 13% to 20% and finally 27%

Oh yea, refer to my above section on schematic XP which also applies to hero XP if you are looking to farm that

Basically, both her perks and her bonus behaves similarly to weapon perks and are in fact added on top of whatever perk your weapon has. Thus if your weapon has a 42% fire rate perk, equipping Urban Assault Headhunter would push this value to 92% for the final calculations (assuming you land a headshot that is). For new players, having UAH+UAH in your loadout would net you about 1.5 times increase in DPS


Putting the pieces together

Finally, we get to the most important part and also the part relevant to veteran players so this is the time to start paying attention. In order to figure out the actual impact of each of those factors listed above, we need to calculate their impact on the overall weapon. With the help of my spreadsheet, I started from the bottom to look at a new weapon on a new player and generated a table. Here's how I did it

  1. Assuming Hunter-Killer with 100% accuracy and 85% headshot accuracy, I took down its Base DPS as calculated by my spreadsheet calculator
  2. Next, I added each of the factors in to record the new DPS but of course I restarted from the base DPS for each factor
  3. Lastly, I did some simple math to find out the % gained in each instance (each factor) and found their percentage in relation to the others (sum of all % gained)

Here's what the table looks like image

Numbers Percentage % Gained Weightage
Base 248.03 - - -
Perks 705.42 284.41% 184.41% 4.74%
Survivors 6369.73 2579.00% 2479.00% 63.68%
Skill/Research 1607.24 648.00% 548.00% 14.08%
Shadowshard 279.31 112.61% 12.61% 0.32%
Weapon Level 1540.28 621.00% 521.00% 13.38%
Hero (UAH) 558.25 225.07% 125.07% 3.21%
Support (UAH) 304.95 122.95% 22.95% 0.59%

As you can see, survivors take up majority of the stat increment followed by skill/research totaling about 78% of the entire table. Yea, F.O.R.T stats is important. However, like I said earlier, that's only assuming the player maxes out his survivor squads which would take a lot of time. Furthermore, survivor squads themselves include multiple survivors which means you usually end up having to spend a lot more resource (leveling them up of course) to achieve that really high weightage. Even so, looking at all these factors in isolation don't really paint the full picture since all these factors work together with one another, multiplying on top of each other to give us our final DPS in game.

As such, I made another table

This time, I worked from the top down. Instead of assuming a new player with a fresh Hunter-Killer, I assumed a player who is decked out with a level 50 hunter-killer and worked backwards. As such instead of adding the factors in, I took them out, wrote down the new numbers and calculated the % loss in DPS. Here's what the table looks like image

Numbers Percentage % Lost Weightage
Base 394117.69 - - -
Perks 150641.48 38.22% 61.78% 19.18%
Survivors 81671.97 20.72% 79.28% 24.61%
Skill/Research 325049.42 82.48% 17.52% 5.44%
Shadowshard 353475.20 89.69% 10.31% 3.20%
Weapon Level 63465.01 16.10% 83.90% 26.04%
Hero (UAH) 178340.19 45.25% 54.75% 16.99%
Support (UAH) 336487.87 85.38% 14.62% 4.54%

As you can see, survivors and skill/research still took up majority of the weightage being 30.05% but it is a lot lesser than previously. Factors which used to take up minority of the weightage like Perks and Hero (UAH) occupy up to 36.17% of the entire weightage. This is because after a certain point of stacking all that base damage from F.O.R.T, even a little increase in the other multipliers lead to huge gains in DPS.

If you really want to focus on one table, I would say the second table is a lot more representative simply due to the fact that it reflects changes at an equal playing field whilst taking into account the various interaction amongst those factors. That said, those weightages are but mere estimates and shouldn't be taken as concrete numbers. A player running different weapons, different perks and different loadouts would easily end up with different numbers


Conclusion

Summing things up, the main sources of damage come from

  • F.O.R.T stats (survivors / skill & research trees)
  • Weapon level as well as if you Shadowshard it
  • Perks
  • Hero & support bonuses

Every single resource that you need to increase each of these aspects can be obtained by playing and farming missions. There are methods to streamline the farm as outlined in the third section where I covered weapon levels but the general idea is to focus on missions with duplicate rewards

In this post, I also took the opportunity to look into which factor affects your damage the most and for new players, the weapon itself actually offers very little. By trading weapons and neglecting your other factors especially survivor squads, you only achieve 18% of your potential damage gains which in fact would be a lot lower since your weapon level gets downscaled in lower zones like Stonewood or Plankerton

If we really want to get to the bottom of this for new players, its a lot more complicated because I will then have to impose certain ceilings to curb the effects of maxed offense squads. However, I think since we are also using values from a maxed weapon, we're not being all that biased in this regard

As for veteran players looking to close in on that perfect "loadout", I would say maxing out your weapon should give you the best returns for investment (of experience) followed by perfecting your perks and finally finishing the survivor squads. Of course, the hero helps a lot but that's more of a playstyle decision so it's really up to you if you want to tap into that

So, what do you guys think? Are the numbers what you expected? Did I make a mistake somewhere? Leave a comment if you have any questions regarding how to farm certain stuff, this post or the game in general

TL;DR Damage is sourced from F.O.R.T stats, weapon levels, perks, hero loadouts and a little bit of Shadowsharding and you can improve most of these factors by farming missions. New players who focus only on their weapon misses out on up to 80% of their potential damage

submitted by /u/Whitesushii
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Helping out low level players

Posted: 13 Aug 2018 09:52 AM PDT

Lately, instead of complaining and not progressing, I've been just dropping down into Stonewood and Plank and helping out lower level players.

I don't respond to begging so I just keep to myself for the first half of whatever the mission is.

If they help out or at least try, I offer up my legendary traps and blanket the area.

Then, I usually make small talk asking what their favorite kind of weapon is. Again, if they're shits, they get nothing. But if they engage in a conversation with me, I start rattling off weapon names and end with: "Which one is your favorite?"

Then I drop them a couple. And maybe some Supplies too if they ask.

Not everybody is appreciative but the ones that are make up for it.

I always turn down anything in return as I enjoy earning stuff.

I usually tell them, "pay it forward when you hit higher levels. Somebody is always gonna need help"

Feels good and I honestly haven't progressed in Canny in 2 weeks and I couldn't care less...

submitted by /u/Daves-crooked-eye
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