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V1.6 Patchnotes!

The 2020 GT WORLD CHALLENGE PACK DLC adds a new track, two new cars, more than 60 new liveries and the 2020 GT World Challenge season to Assetto Corsa Competizione. The DLC pack features:
  • Autodromo Internazionale Enzo e Dino Ferrari - Imola
  • Ferrari 488 GT3 EVO 2020
  • Mercedes-AMG GT3 EVO (2020)
  • 60+ new car liveries
  • All 2020 GT WORLD CHALLENGE drivers and team entries
  • New 2020 Pirelli "DHE" Tyre Model
  • New 2020 GT WORLD CHALLENGE Season BoP
The 2020 GT WORLD CHALLENGE pack also comes with the version 1.6 game update that brings an improved AI algorithm and physics, in addition to some UI and performance improvements.
Get ready for the best Assetto Corsa Competizione action ever experienced.
1.6.0 Changelog
GENERAL - Added 2020 season with all entries, teams and drivers. Bonus liveries that were previously added in the 2019 season now form part of the new 2020 season. - 2020 championship, Mercedes-AMG GT3 2020 and Ferrari 488 GT3 Evo 2020 available as DLC. - Imola circuit available as DLC.
GAMEPLAY - New and improved AI algorithms for racecraft and attack. - New skill-dependent AI driving error algorithm. - AI: removed throttle lift by low-skill opponents when global AI strength is set to 90 or higher. - Adjusted AI lines on several tracks. - Increased sensitivity for blue flag trigger if a GT3 is behind a lower-class car. - Brands Hatch marshal fix. - Misano marshal fix. - Nürburgring marshal fix. - Lumirank: added yellow colour for Silver class cars. - Marshal yellow sectors are now created based on centre position and not the starting point. - More accurate sector yellow flag alerts. - More sensitive yellow flag trigger for cars with stalled engines or facing the wrong direction, even at speed.
PHYSICS: - DHE tyres available for applicable tyre dimensions for the 2020 GTWCH season. Provides better feedback and more traction with less overheating. Available when playing 2020 season. Older seasons retain their corresponding BoP and tyre versions! - Wet tyre compound tweaks and fine tuning. - Revised BoP system (backend) and added support for 2020 season BoP. - Added camber limitations for BOP 2020 as per regulations. - Global tyre model improvements in realignment forces based on new data. - Improvements in the simulation of pressure dependency and its effects on the tyre footprint and related tyre dynamics. - Aero yaw simulation improvements.
See our blog post on the official support forum for more detailed information on the above changes/improvements. Old setups might need revision and it is generally recommended to run safer setups.
  • Further improvements to the global weather model and dynamic track.
  • Fixed Porsche 991II GT3 R Laguna Seca wet preset.
  • Improved Ferrari 488 GT3 aero simulation
  • Fixed rear brake pads in the BMW M6 GT3 Monza wet preset.
  • Minor revision of collider meshes for certain cars.
  • Adjustments to brake disc consumption (less).
AUDIO: - User commands to increase/decrease master audio volume in session (default NUM+/-, remappable). - Spotter message added alerting for faster car approaching. - Improved spotter message system. - New spotter messages for race pre-session countdown. - FMod Studio: fixed continuous play/stop events. - Thunder sound is now played already when heavy rain is on the forecast.
UI: - Replay HUD: added results table overlay and button to toggle it. (sector times not available for lap-per-lap breakdown). - Special Events page minor styling adjustments. - Leaderboard: minor styling adjustment. - Revised manufacturer logos for the UI and leaderboards. - MFD: checkboxes toggle using left-right UI binding and ignore the enteforward UI binding.
Freed up the "enteforward" button for all controllers - so you can bind that to some other driving function as well on the wheel, the pitmenu checkboxes will only toggle with left/right - and in MP the forward/enter button (when pressed on a directinput controller) won't pop up the chat window (with electronics or pitmenu active).
  • MFD: now always visible even when HUD is hidden (using HUD cycle long press), can be hidden by cycling to empty page or long pressing MFD input.
Now allows driving with MFD only with the HUD hidden, cycling MFD no longer unhides the HUD.
  • Server list: track season tag is now always explicitly shown.
  • Loading screens revised and removed obsolete track status information.
  • Bindable inputs to increase/decrease FFB gain per car in session.
  • Bindable inputs to increase/decrease master audio volume in session.
  • Global UI styling refresh.
  • Fixed mouse scroll function on the TV Session Time overlay.
  • Localization update.
  • Improved delta and predicted laptime accuracy.
  • User setting in the hud.json added to disable automatic MFD page swap on pit entry/exit:
"autoSwitchPitMFD": true/false
GRAPHICS - Mirror refresh rate settings in Video Options. Option to set a fixed fps cap, a fixed rate cut based on current fps or "Auto", which is a dynamic setting. - Global performance optimizations. - Potential fix for virtual mirror clipping with geometry in some car cockpits. - Added stop marker in the regular pitstop animation to help with car positioning. - Revised pedal animation system and fixed an issue where the throttle pedal would occasionally remain stuck in pressed position. - Optimized secondary animations in replay and spectator mode. - Fixed National class sticker visibility. - Added Lumirank SAS driver info device showing track/car status.
CONTROLS: - Added FFB per car setting (default keys are NUM8 and NUM2 to increase/decrease, remappable).
Values are stored in a file called "ffbUserSettings.json", it is a multiplier on the global gain you set in the controls settings.
  • Added gamepad rumble effect type enhanced/legacy options, legacy being the rumble implementation used to date.
submitted by FelixR1991 to ACCompetizione

How To Armor Stats: A Guide (and Excel template) for Curating Your Vault

Since Armor 2.0's introduction, Guardians have been flooded with armor that has random distributions of numbers across the six character stats of Mobility, Resilience, Recovery, Discipline, Intellect, and Strength. Opinions about Armor are like any other opinion: everyone has one. There are plenty of other guides on building loadouts in Destiny 2, and this guide is built upon the shoulders of many of these guides. I will give credit to those other guides as I go, but please feel free to provide links to other guides and write-ups below.
With so many great guides and so many different criteria for what is considered a "great loadout", I wanted to share my methods for 1) determining what to hold onto when you're Vault is full of armor that you kept because "the roll looks good" and 2) how to organize and utilize the gear you keep in building the basis of your "great loadout".


1) 20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.
2) Use DIM LO to help you start building goods loadouts from your overloaded Vault.
3) Scroll to the bottom for my excel template and guide that helps quickly add useful notes (based on common searches) to your armor in DIM.

Armor Stats and Tier Bonuses: A Primer

Totaled together, your armor's base stats influence your character's total base stat values, with possible values for each stat being 0-100. Every 10 points, each stat grants a "bonus" to your character in the form of an improvement to one or more of your in-game abilities.
These 10 point breaks are referred to as "Tiers". Tier 0 is total stat value of 0-9 (no bonus), Tier 1 is total stat value of 10-19 (first bonus), Tier 2 is total stat value of 20-29, and so on to Tier 10, which requires 100+ in the stat and provides the "best" bonus. (Note: any points above 100 is considered "wasted" and grants no further bonus.) You can view these in-game on your character screen by moving your cursor over each stat to the right of your character.
For example, every character in destiny has a base Super Ability Cooldown of 7:12. This means standing still, not slaying, not picking up orbs of light, it takes 7 minutes and 12 seconds for your super to recharge after use. Increasing your character's total Intellect stat value to 10-19 grants the Tier 1 bonus, which decreases your Super Ability Cooldown to 6:22. Here's some tables that shows the bonus provided for each stat at each tier by class (original template courtesy of doormango, I adjusted Resilience tier values since it appears Resilience Tiers 5-8 were changed, I did a full verification of Hunter (spotted a nerf in Hunter melee cooldown compared to other classes), spot checked Titan/Warlock values, and gathered numbers for class ability cooldown tiers for Hunter, Warlock and Titan):
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Mobility (Class Ability Cooldown) 0:28 0:26 0:25 0:24 0:22 0:20 0:18 0:16 0:13 0:11 0:09
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown)* 2:00 1:49 1:40 1:36 1:20 1:09 1:00 0:53 0:48 0:44 0:37
* It appears that Hunters have longer Melee ability cooldowns compared to Warlock/Titan. I couldn't find patch notes for this. It appears that this may have been introduced with Season of Dawn (unconfirmed). I suppose this is because Hunter Melee can be fully recharged with Gambler's Dodge and the weighted throwing knife is a ranged OHK.
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Recovery (Class Ability Cooldown) (can't get my stat this low!) 1:43 1:31 1:22 1:15 1:08 1:03 0:59 0:51 0:46 0:41
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Tier 0 1 2 3 4 5 6 7 8 9 10
Stat 0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
Mobility (Base Speed Increase) 0% 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Resilience (Shield Capacity Increase) 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Resilience (Class Ability Cooldown) 0:52 0:46 0:41 0:37 0:33 0:30 0:28 0:25 0:21 0:17 0:14
Recovery (Recovery Rate Increase) 0% 3% 6% 9% 11% 14% 17% 23% 29% 34% 43%
Discipline (Grenade Ability Cooldown) 1:43 1:33 1:25 1:22 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Intellect (Super Ability Cooldown) 7:12 6:22 5:43 5:00 4:45 4:31 4:18 4:07 4:00 3:52 3:48
Strength (Melee Ability Cooldown) 1:43 1:33 1:25 122 1:08 0:59 0:51 0:45 0:41 0:37 0:32
Aztecross does a fantastic job of going over the built-in diminishing return points on these stats in this video. His video is from January, so there have been a few tweaks to the data since then. Regardless, the bottom line: there are 'break points' built into each bonus (apparently aside from Recovery) that give you markedly less bang for your 10 stat points. Go watch that video, I'll wait.

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

Strap in, we're going to talk theoretical perfect rolls and then come back to reality.
The general minimum base stat total for any given piece of armor (aside from class armor) is somewhere around 40 (the Armor 2.0 Solstice Armor dropped at 46, and it is hard to verify a minimum since no one seems to care to talk about this and they're often instantly sharded). The general maximum stat total is somewhere in the neighborhood of 70. So let's do a few experiments with these numbers.
Armor Slot Minimum Total (base) Maximum Total (base)
Helmet 40 70
Gauntlets 40 70
Chest Armor 40 70
Leg Armor 40 70
Class Item 0 0
Total Points 160 280
Theoretical Max Tiers 16 28
For the sake of a complete discussion, I am going to review Masterworking armor here. In short: masterworking any piece of armor will grant +2 to every stat on the armor, for a total gain of +12 points per armor piece. Here are those same theoretical pieces from above, masterworked. (...masterworking a 40 base stat piece *shudder*.)
Armor Slot Minimum Total (base) Maximum Total (base)
Helmet (Masterworked) 52 82
Gauntlets (Masterworked) 52 82
Chest Armor (Masterworked) 52 82
Leg Armor (Masterworked) 52 82
Class Item (Masterworked) 12 12
Total (Masterworked) 220 340
Theoretical Max Tiers 22 34
Let's convert these into total "Tiers". Let's assume that absolutely no points are wasted and we were able to build a loadout that had each stat ending in a 0. Let's also assume that we have exactly 100 in any stat per 100 points in the pool.
With a full loadout of 40 point armor, you could theoretically achieve a T10/T6 build. For example, a Hunter could have T10 Mobility / T6 Recovery WITHOUT MODS. If you added 4 general armor stat mods, you could bring the T6 stat up to T10. Every single other stat would be 0 and you would have the base values for all of those abilities driven by the other stats. These Theoretical Minimum Optimum Armor Pieces (TMOAPs?) would each have 25 Mobility/15 Recovery.
With a full loadout of masterworked 70 point armor, you can theoretically achieve a T10/T10/T10/T4 build. For example, a Hunter could have T10 Mobility / T10 Recover / T10 Intellect / T4 Resilience. These theoretical optimum armor pieces would each have (after masterwork) 24.5 Mobility / 24.5 Recovery / 24.5 Intellect / 9.5 Resilience (those half points would be divided between the pieces for whole numbers). However, masterworking provides +2 to all stats, which would mean that you would always have 10 points minimum in each stat, and theorycraft eats it's own head from this point forward.
Sounds great, right? Here's the rub: Armor 2.0 very, very rarely (almost never?) rolls with any given stat value at 0 (or 1). Additionally, ~50% of Armor 2.0 drops have any stat at 2. In short, your smallest stat on any given armor piece is most likely going to be greater than 2. You're basically always going to have points allocated to the "wrong" stats for your build. In fact, there's strong evidence to support a theory that the total points are almost always evenly split up between the "D1" stats of Mobility/Resilience/Recovery and the "D2" stats of Discipline/Intellect/Strength.
What about the other end of the spectrum? Realistically, what should you expect to see as the maximum value for a stat on an armor piece? I have curated my Vault for a while and done more than a few passes to clear out obvious junk. Of 377 current pieces (ugh, time for another pass (hat tip to Umbrals)), the breakdown of "highest single stat" on all of my armor are as follows:
Highest Base Stat Value # of Armor Pieces with a highest stat in range
<1 (class items) 32
1-10 (largely Armor 1.0 holdovers) 39
11-20 238
21-30 67
31+* 1
\ (I have a single blue) "War Mantis" Hunter Gauntlets that rolled a total of 50 points with the distribution Mob 32 / Resil 4 / Recov 14 / Disc 0 / Int 0 / Str 0. I keep it in formaldehyde as a specimen.)
So ~63% of the armor I have saved has a "highest single stat" of 11-20. Without getting any further into the weeds, I have 52 items with at least one stat = 20. This is the highest count for any specific value of the 'highest single stats' I have, and we'll get into exactly why that is shortly. In short, the maximum value that you're ever going to see on armor is somewhere between 20-30, with 20 being the most common value of significance.
What about base stat totals? Using my Vault of 377 pieces of armor (that Ramshackle Cryptarch is SO hungry), most of the armor I've held onto is somewhere between 50-67 total points (285 to be exact). No big surprises there.
Finally, let's quickly dip into triple-100 builds. Bungie is not a fan (search "Powerful Friends"). My gut tells me that anything that enables "easy" triple-100 builds is going to get hit with a nerf when they can figure out how to do it.
Where does this leave the theoretical discussion above? In short: in the dumpster. You may run across folks who have had monumentally fantastic luck and have managed to get four pieces of armor that come CLOSE to the theoretically optimal masterworked armor base stats T10/T10/T10/T4, but for the rest of us mortals, you're going to want to set your sights on somewhere in the neighborhood of 240-260 total base points, which gives you a total Tier 26 build, which can realistically approach T10/T6 (and some change) WITHOUT A SINGLE MOD.
But wait! There is one nugget that we can extract from all the theoretical stuff above. Remember TMOAPs? Remember how I said that the theoretically perfect roll for the minimum (40 point) armor is 25/15? And remember how I said that I've managed to accrue 285 pieces of armor with 10-27 more points than that? Now we're cooking with gas.

Kill Your Darlings: Embrace 20+/15+

You're in between rounds of crucible, you turn in some bounties, and your screen is completely taken over with Gambit and Crucible rank up notifications. With it comes a pile of purples. Or, you pop by the magic trashcan and crack some umbrals and have 10 new shiny pieces of armor in your inventory. Those totals are insane! Bungie has really made it easy to get high rolls on the Arrival armor. Oh man, high mobility AND high discipline? But this one is high mobility AND high intellect! How bad is my current resilience? What are you supposed to keep and what are you safe to throw away? My advice is simple: 20+/15+
20+/15+: Keep all armor that has one stat above 20 and another stat above 15 (regardless of the stat). Probably keep anything with just one stat above 20. 15+/15+ splits are situational but usually great, too. Everything else? Seriously consider sharding it.
Notice how I didn't say anything about the stat total? That's because it's nowhere near the most important thing to consider in your armor. Recall above how I explained that there are ALWAYS wasted points and that is built into the system as arbitrary limits by Bungie themselves. If theoretically perfect pieces dropped every time, the armor "grind" would stop for most players after a couple of hundred drops. With their 'invisible' guiding hand, there is almost ALWAYS going to be a better piece of armor out there waiting.
So what does 20+/15+ get you? First, it gets you a vault full of armor that can be combined into useful builds. This whole post precipitated out of a post from u/Tha_Hand yesterday. In that post, he sang the praises of Destiny Item Manager's (DIM) Loadout Optimizer tab. Here's Ace from the DIM team explaining the basics of how to use DIM LO. Once you're happy with the results, save the loadout in DIM and you're off to the races. You can add notes to your loadout pieces right inside of DIM (ex. "Part of T10 Mob/T6 Int Build")
The biggest benefit to 20+/15+ is that you're giving LO a cultivated list of armor that has TWO key stats that can be used to approach the desired tier as efficiently as possible. If you've gathered 4 pieces of armor that have 20+ in mobility and 15+ in intellect (or vice versa), you can use those to get your base stats to 80+ mobility and 60+ intellect WITHOUT MODS OR MASTERWORK. The obvious optimum value is 25, but getting a roll greater than 25 allows you to pick up slack in another slot (ex. 29 mobility on your helmet evens out 21 mobility on your leg armor.)
From a position of 80+/60+, investing the materials into masterworking this armor (and your class item) will give you 90+/70+, which leaves you with 4 tiers to make up with mods, though Tier 9 is often a great place to be. Or, if you're short on masterwork material like most players, forgo the MW and slot general mods as desired. One of the key things about 20+/15+ is that you're keeping armor that can be brought very close to the theoretical optimum with the single General armor mod slot you have to work with on that piece of armor (and a single Powerful Friends mod for +20 Mobility, or a single Radiant Light mod for +20 Strength).
Is 20+/15+ ironcald? Hell no. I quite often hold onto pieces that are high total with only one 15+, too. Don't forget about the theory that total points get split between the D1/D2 stats. In that theory, even a 60 point armor piece is going to try and divide ~30 points between, say, Mobility and Recovery, which is only going to get you something around 15 Mob/15 Recovery towards a Mob/Recov build. To that end, T6/T6 Mob/Recov is the best you're likely to pull off with base stats alone. In my case, DIM LO says I have 32 possible combinations that get me a T6/T6 build without mods or MW. I can use the little swap icon/"Choose another item" button to fine tune the load out for the seasonal mods I want and then hit Equip.
Also recall that there are certain points in certain stats where it isn't really worth adding more points than necessary (there's still a benefit, you just get less bonus for the same number of points(the delta between tiers decreases)). You can easily work out what Tiers you want to hit in your armor build and then work out what your cutoff is for a stat. Always want T6 in Resilience or Intellect? Then you don't need to keep anything higher than 15 Resilience EVER.

How to Manage Your Vault

(I'm going to cut a corner her and paste in a write-up I did on my method for using spreadsheets (Microsoft Excel) to manage my armor with DIM.)
I find myself doing the same searches a LOT in DIM. One thing that DIM doesn't do (yet?) is allow you to append notes to the results of your searches. Say you wanted to note armor that is 20+ in any stat. You can do this with the search 'basestat:any:>=20' and then go item by item, making notes. But this can be done really quickly by exporting your armor data to Excel and turning your common searches into formulas. I've done just that for many of the metrics that I discussed above (and a few more).
There's a manual note field that I use for ad hoc notes (usually why I think I should keep a piece that would otherwise be junk).
Each stat has a column that figures out if the stat is 15-19 or 20+.
I do a lookup on the whole column to tag pieces that have the current max base value in each stat.
I do a check on each piece by class/slot to see if the total of the base stats is the max.
There's a "GODROLL" column that uses a column that is a textjoin of all of the stat note columns and checks for a 20+ AND a 15-19, and an "ULTRAROLL" column that checks for more than one 20+.
I end up with DIM notes that look like:
GODROLL!!!,(Exotic),Mob15-19,Max Disc,Disc20+,Total60+, 
These notes are sometimes much quicker than composing DIM searches, and they're displayed right on the items when you inspect them in DIM. (Why did I keep this? Oh yeah, it's got the highest Str of all of my Hunter arms.)
Here's the template file (hosted on Google Drive, no macros, just formulas)
(Edit: Updated the sheet with two versions of the Notes formula that should work on all version of Excel. Also, for some reason the old link was disabled so I've reuploaded it.)

Edit: The_hezy hastaken my template and converted it to a more polished Google Sheets product. The template is back! In Sheets form! You can ignore the rest of this section and just follow his instruction set instead.

Armor Spreadsheet (Google Sheets version)

There's a tab that's ready for you to paste in your data and a tab with some old data of mine in place so you can see how it all looks when set up. I took out the ID and Hash because, of anything, that's what's unique to my stuff and I don't think it's necessary for the example anyway.
It uses tables and formulas that are not compatible with Google Sheets, so you'll have to download the file and use it with Excel or an app that uses spreadsheet tables (not sure if OpenOffice Calc fits the bill or not).
Here's a quick-and-dirty guide on how to use it.
In DIM, click the 'gear' icon in the upper right to go to Settings, then scroll down to the 'Spreadsheets' heading. In the section labeled "Inventory spreadsheets", click the 'Armor' button and download the CSV.
Open my armor review template and the DIM CSV side by side in your spreadsheet app.
In the DIM CSV, delete the column header row (row 1) and then select the new cell A1 and press Ctrl+A to select the entire range, then press Ctrl+C to copy the data.
In my armor review template, make sure you're on the 'ArmorReviewBlank' tab, click into A2 and then press Ctrl+V. The DIM data should lay down into columns A through AU, and the formulas that are in AY through BO should auto-cascade and calculate.
The next step is to take the formula that is included in row 2 of AW (just the formula) and paste it into the DIM 'Notes' column (column AI). If you don't have any notes of your own, you can just paste it through the whole column. If you have preexisting notes that you want to preserve, I recommend copying those notes and pasting them into my ManualNote column (column AX). Once you've preserved your notes, wipe out column AI and then paste the formula from AW2 into AI from top to bottom. You should end up with a column that concatenates your manual notes and all of the stat notes into a comma separated string.
You can then sort the notes column Z-A to group all of the armor that got any sort of note to the top, then look through what's left. The world is your oyster at this point. I try to make sure that I hold onto at least one of each seasonal mod slot in each armor slot on each class. Most of the times, the well-rolled pieces cover me, but sometimes I have to hold onto something that doesn't fit my automated criteria. I'll also make notes on things that are special to me, like well-rolled Armor 1.0, Event armor, etc. Everything else I either leave blank or add a note like "Probably junk". You can overwrite the formula for any given row and it shouldn't impact the rest of the column, so you can--for example--mark all of the pieces that only have a note of 'Resil20+' as "Probably Junk".
To get your notes back into DIM, you have to convert the spreadsheet back down to static data as a CSV. According to Ace from the DIM Team, you really only need ID, Hash, Tags, and Notes. The easiest way to do this without blowing up your XLSX and losing the formulas is as follows:
Right click the 'ArmorReviewBlank' tab at the bottom, then choose "Move or Copy...". The Move or Copy interface window will come up.
In the "To Book" dropdown, select '(new book)'. Check the 'Create a copy' block at the bottom. Click OK.
A whole new spreadsheet will be created with just a copy of the sheet you have populated. To save as a CSV, click File -> Save As, browse to where you want to save the file, then use the filetype dropdown to select 'CSV (Comma delimited) (*.csv)'. Then, type a name, like 'dim-import' and click 'Save'. Your folder should now have 'dim-import.csv' in it.
Back in DIM, on the Settings->Spreadsheet section, you can click or drag and drop you CSV into the 'Import tags/notes from CSV' area. DIM will prompt you to ask if you really want to import the notes, hit OK. DIM should then tell you that it imported notes for X items.
Et voilà, your armor pieces should now have a bunch of useful notes that you can search and use to quickly spot pieces to transfer to your character. You can use whatever 'probably junk' note to highlight those items (DIM search 'notes:"probably junk") for a quick review and then a trip through the wood shard chipper. If you click the dropdown v arrow next to your current character you can even click 'Transfer search "notes:"probably junk""' and it'll move EVERYTHING that is highlighted to your current character for sharding.


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

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