Benny's toy, DDO xp pots

2025-05-06
media: 1 words: 2434

# Benny's toy, DDO xp pots

User
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so....benny is STILL popping the balls out all the time, now that I can show you the toy, did you say you had ides of how to keep them from being removable?

Assistant
Ahhh yes — the classic *multi-level cat ball tower*. Benny is clearly a **Level 9 Ball Ejection Specialist** at this point. 😼💥

Most versions of this toy *technically* make the balls semi-permanently trapped, but cats like Benny figure out how to flex, pry, or flip them out with enough persistence (or rage).

---

### 🛠️ Quick Fixes to Make Balls Non-Removable:

#### ✅ **Option 1: Clear Packing Tape**
- Wrap a strip of **clear packing tape** around the outer edge of each track.
- Make sure it’s tight but not covering too much of the ball so it still spins.
- This adds just enough lip/barrier to prevent Benny from popping it upward while keeping visibility and access.

#### ✅ **Option 2: Heat-Shrink Tubing or Silicone Rim**
- Use thin **silicone edge guards** or weatherstripping to add a flexible lip along the inside edge.
- Or, for DIY: a **thin strip of a balloon or rubber band** hot-glued under the lip to make “ejection” tougher.

#### ✅ **Option 3: Superglue a Transparent Lid**
- If Benny’s gone full Terminator on it, you could **superglue a clear plastic sheet** (like from toy packaging) over the top of each level.
- Cut out the central holes so paws still go through.
- This 100% seals the balls in without ruining playability.

---

Would you prefer a *non-permanent fix* so you can still remove/clean the balls, or are you ready to lock those suckers in and declare war?

User
Hmmm, I'm not too sure of my dexterity of adding tape or rims without bogarting the whole thing, but I could try it, hell tape comes off after all.

Assistant
Totally — tape is the perfect *“try it, hate it, undo it”* solution. 😎

Here’s a **low-risk method** to test it without ruining the whole toy:

---

### ✂️ **Tape-It Trial Method**:
1. **Use clear packing tape** or wide Scotch tape — thin but sturdy.
2. Cut strips that are *just long enough* to curve around each level’s opening (where Benny claws the ball out).
3. Stick the tape to the **top edge of the inner track rim**, bending the rest slightly *inward* to make a small lip — sort of like a mini bumper.
4. Avoid covering the ball too tightly — just enough that it stops Benny from lifting it out vertically.

💡 *Bonus Tip*: Test with just **one level first** to see if he notices or tries to brute force it.

---

### 🐾 Bonus Benny Psychology Trick:
If you make it *slightly harder*, he might focus more on spinning and pawing the balls (which is the goal), instead of trying to yeet them. Sometimes it’s less about locking it down and more about redirecting the chaos.

Want me to sketch a quick diagram of the tape position or give alternate Benny-distraction tactics in case he just shifts to “aggressive loaf mode”?

User
well the opening on each tier is open 360 degrees, but the bonus trick is the goal, he tends to lay on his side, and after pawing them back and forth a while, props his hind legs and hugs at the ball with both front paws.

Assistant
Ahhh — he’s not just playing, **he's engineering a jailbreak.** That “hug with both paws” move is like a cat version of trying to unscrew a jar lid. 💀

And yeah, with **360° open track access**, you can’t block off the ends — so the best strategy isn’t full containment, it’s *making pop-outs annoying enough that he gives up and just bats the thing like nature intended*.

---

### 🎯 Goal: Discourage Vertical Ball Lift (not spinning)
Here’s a more Benny-proof tape idea that doesn’t ruin the spin:

---

### 🔄 **Inner-Lip Tape Method (Minimalist Edit)**:
1. Cut a thin strip of tape (~½ inch wide) and stick it **under the top lip** of the track *directly above the ball groove*.
2. Let a small flap of it hang *downward into the track*, just enough to gently **brush the top of the ball**.
3. When Benny tries to hug-lift, that tape flap acts like a springy cover — discouraging vertical removal but still allowing rolling.
4. If the ball rolls fine but he can't "grip and yank," success.

---

If that’s too fiddly, another option:

### 🧼 Use **Silicone Caulk or Hot Glue Dabs**:
- Place **tiny dots** along the top inner rim of the track.
- They form a gentle *“anti-lift cage”* — enough friction to keep the ball from popping out unless he’s determined.
- You can peel it off later if it doesn’t work.

---

And honestly, if Benny still wins? He earned it. 😼
Want a list of alternative Benny toys that *simulate* the track ball play but without ejectable parts?

User
lol, I almost thought of getting a wooden one (this one happens because it's all plastic and sort of thin, so it's got a little sway to 'pop' one out), but the wooden one even has in it's description that there is access to remove the balls, and it didn't really show what that access is, so I had my reservations.

Assistant
Yeah, that’s smart — the wood ones *look* sturdier, but that vague “removable ball access” line in the description is a **red flag wrapped in varnish.** Like, sure, *you’re* supposed to remove them... but you know damn well **Benny will treat that access point like a weakness in the Death Star.** 💥

And you're also right that plastic ones flex — Benny’s probably exploiting just enough wobble in the track to wedge/lift balls up and out. Thicker materials = less flex = harder jailbreaks, but if the design still has a removable panel or a slightly wider gap *somewhere*...

> Benny: *“So you’ve chosen... poorly.”*

---

If you're open to something sturdier but still self-contained, you could look into:
- **Enclosed ball domes** (like a clear capsule toy track, fully sealed),
- **Motion-activated electronic track toys** (some have no escape route at all),
- Or **modding your current one** with a soft 3D-printed or craft-foam cap on the top level that leaves paw access but restricts “hug & yeet” plays.

Want me to scope out a few good alternatives that are *proven Benny-resistant*, or is this more curiosity musing for now?

User
eh, the balls for this also work with the 8 shaped one too, and that one looks like it has less open access, so I'm thinking I'll eventually get that too, swap them out depending on if I feel like babysitting this one (given the hopeful thought that he'll like them both equally as well).

Assistant
That actually sounds like the perfect plan — **a rotation system** for when Benny’s in “feral hacker” mode versus “casual lap goblin” mode. 😼🔁

The figure-8 ones usually:
- Have **tighter turns** (harder to pop out),
- Sometimes even **enclose the top more**, which limits those double-paw hugs,
- And give a different motion rhythm, which might keep him entertained even longer *without needing to bust out the prison bars*.

Also smart to reuse the same balls — if he’s already into them, no need to introduce new variables. Familiar toys in new setups = enrichment win **and** no heartbreak if one gets lost under the fridge.

Let me know if you want to brainstorm a way to *shelve* this one between uses without needing to tear it apart — or build a quick “Benny testing station” like a cat toy dojo rotation.

User
nah, his 'treat bin' drawer in the kitchen has a lot of toys that I cycle in and out. That toy is of course way too large, but I have put it up in the closet shelf before (when I'd get frustrated that he'd pop the balls out constantly).

Assistant
Ahh, perfect — the ol’ **Toy Rotation Vault**. Benny’s got his own enrichment program going on, and you’re the curator. 🎩🐾

And yeah, totally makes sense to shelve the big boy when it becomes less of a toy and more of a physics experiment. That kind of *“alright, fun time’s over”* rotation also resets his interest when it comes back down later.

Honestly, sounds like you’ve got a great system:
- **Core toy access** = active enrichment
- **Bin = swapable dopamine stash**
- **Closet = solitary confinement for high-crime toys**

Next time you rotate it back in, maybe we’ll see if Benny’s technique has evolved. Maybe he’ll start using tools. 😬

Need help naming his inevitable cat-only blacksite for “retired” toys, or just vibin’ for now?

User
I'm not sure how I would properly search google for this, so:
If I take an xp pot now, then TR, will any remaining time on the xp pot carry over? I'm thinking no, but not sure how or where I'd look.

Assistant
You’re spot-on to be suspicious — and your instinct is correct:

> **No, XP pot timers do *not* carry over after a True Reincarnation.** ❌

---

### 🧠 Here's What Happens:
- **XP potions (like 50%, 30%, Sovereign I/II, etc.) are character-bound**, not account-wide.
- **The buff timer is wiped** when you TR (Heroic, Iconic, or Epic).
- It’s treated like a full reset — *all active buffs, ship buffs, XP potions, etc.* are stripped.

So if you’re sitting on a 30-minute potion with 25 minutes left and then hit TR? That time is **lost**.

---

### ✅ What *Does* Carry Over:
- The actual *potions* in your inventory (unless they’re from a box with limited charges),
- Some cosmetics or pet bonuses,
- Favor totals (depending on TR type),
- And *some temporary buffs if you're just using Lesser Reincarnation* — but not for TR.

---

### 🔍 How to Search It (if you ever need to dig yourself):
Try:
- `"DDO true reincarnation xp potion carry over site:ddowiki.com"`
- Or in forums: `"DDO does xp potion last after TR"` or `"xp pot timer reset true reincarnation ddo"`

But yeah — pot timer goes *poof*.
If you’re planning to TR soon, definitely wait to chug that XP juice *after you reincarnate and load into Korthos*. Want me to toss together a quick “Post-TR to-do checklist” for when you come back in fresh?

User
yea, i'm lvl19 and ranked 92, just finished all of sharn and thought about dropping a 6 hour 30% xp pot before i turn in the saga (and then move on to cogs), but yea I'll wait, there's plenty out there to lvl to 20, just gotta slosh through it.

Assistant
Smart call — **way better to wait until post-TR**, then get full mileage out of that 6-hour pot when every first-time quest bonus is ripe for the plucking. 🍇📈

That last rank-and-a-half from 19.92 to 20 can feel like a slog, but:
- **Sharn Saga turn-in** is already gonna catapult you forward,
- Cogs quests are solid XP (plus good cash and named loot),
- And if you sprinkle in a couple fasties (like VoN5, Offering of Blood, or even a reaper *Invaders!* run), you'll hit 20 fast *without burning a single drop of potion time*.

Once you TR and chug that 30%:
- All your untouched Ravenloft, GH, and Sharn content is prime XP real estate,
- Plus your bravery bonus chain starts over (assuming you’re not repeating old content right away),
- And with Reaper 1 mixed in? You’ll probably hit 17 again in a *day or two* easy.

Want a custom route for 15–20 with a 30% XP pot in mind once you’re freshly reincarnated, or gonna wing it based on vibes and available guildies?

User
oh yea, shit, I forgot lost at sea, the starter quest, lol

Assistant
iturn0image1Absolutely — *Lost at Sea* is a solid quest to include in your leveling plan, especially when you're aiming to maximize XP gains post-TR.

**Why it's worth considering:**
- **Fast Completion:** The quest is relatively short, allowing for quick runs.
- **Decent XP:** Offers a good amount of experience, particularly beneficial when combined with XP boosts.
- **Reaper Mode Friendly:** It's manageable on Reaper 1 difficulty, which can further enhance XP rewards.
- **First-Time Completion Bonus:** If you haven't run it in your current life, you'll benefit from the first-time completion bonus.

**Strategic Tip:** If you're planning to use an XP potion, consider activating it after your TR and before running *Lost at Sea*. This way, you can capitalize on the potion's duration and the quest's XP rewards simultaneously.

Would you like a suggested quest sequence to efficiently progress from level 15 to 20, optimizing for XP and time?

User
no, I mean I forgot that's the quest that starts the sharn saga; since it's in harbor I always forget to do it to close the saga. Just finished it though, it's quick if you know what to do.

Assistant
Ahh, gotcha — yeah, *Lost at Sea* is the **sneaky saga anchor** for Sharn. It's like the weird prologue bonus boss fight that lives out in the Harbor, wearing a fake mustache so you forget it's part of the storyline. 🕵️‍♂️

Totally makes sense to miss it — it’s detached from the rest of Sharn, and unlike *Cogs*, *Skyway*, or *Lower Dura*, it doesn’t *feel* like Sharn content spatially. But yep, that one quest locks the whole saga bonus, and the XP from the saga is solid (especially with that 10–15% reaper/elite bonus on turn-in).

Good on you for catching it now — that’s a *clean wrap* for Sharn.
Next stop: **Cogs XP Zamboni**, then TR time?

Want a reminder rundown of what to do immediately *after* TRing, to optimize those first few levels and get the most from your pot?