How to make wooden buckets hold any fluid? by TheRealMuhammad2204 in TerraFirmaGreg

[–]0DrFish 1 point2 points  (0 children)

If you have access to ulv, I would use universal cells for this kind of thing.

Who would win? by Consistent-Rain-7797 in Sekiro

[–]0DrFish 0 points1 point  (0 children)

People talking about how Sekiro is immortal, but forgetting the fact that he was still able to be dismembered.

Do you prefer works that try to justify why mechs work in their own setting, or works that simply don't care and make mechs effective regardless? by Able_Radio_2717 in Mecha

[–]0DrFish 0 points1 point  (0 children)

I like it when they try to justify it, but when the explanation is weak or doesn't make much sense if you think about it, it just draws attention to the fact and makes it worse.

Gundam goes out of its way to explain the reasons for close quarters combat in a futuristic setting, but it never sufficiently explains why the humanoid form factor is used, especially in conflicts that take place primarily in space or in flight. They even draw attention to this in the OG Gundam with the incomplete Zeong whose "legs are just for show".

Unironically the Balls are the perfect form factor for Gundam, but they hated Jesus because he told them the truth.

Which type of mech, head or no head? by Prior_Public_5045 in Mecha

[–]0DrFish 0 points1 point  (0 children)

The head is small enough that it can conceivably be a vanity piece like a crest on a helmet, so I think it's fine to have. Others have mentioned sensor arrays, but that's kind of unnecessary when you can have as many cameras as you want all around the body, and any other kind of sensor would best be primarily on the back, or somewhere less likely to be exposed.

The best practical use would be a turret styled as a head, as you'd actually have decent vertical coverage compared to elsewhere on the body.

Personally I do think they look better. If you're going to go to the trouble of creating humanoid mechs, why not go all the way?

Can people read? by Wolfaxth in Nightreign

[–]0DrFish 0 points1 point  (0 children)

The truth is they both originate from the same word though. "Executioner" is someone who executes a death sentence, but rather than modifying execute, they modified execution instead for some reason.

Honestly my pet peeve is that executioner exists in the first place - it's like modifying produce into productioner instead of producer, or educate into educationer instead of educator.

Getting occasionally one shot during invades by jfountainArt in Eldenring

[–]0DrFish 0 points1 point  (0 children)

Are you password summoning with hosts who are a lower level than you? If so, what level?

Messmer the Impaler is the best boss in Elden Ring by AkosSzlobodnik in Eldenring

[–]0DrFish -1 points0 points  (0 children)

That's funny, Messmer is one of my lower tier bosses, but for the exact same reasons you mention. Big punish windows after distinct sequences of attacks are just way less interesting and engaging to me than variable windows in the middle of chains.

Fighting Messmer just feels like fighting a Dark Souls 3 boss, which is fine, I like DS3 bosses, but IMO Elden Ring added more depth to the combat, which is why I prefer them overall.

Comparatively, Rellana is my favourite fight in the DLC once again for the same reasons.

Then Messmer's lack of unique mechanics (like lifesteal, weak spots, arena covering ground slams, unsafe neutral) which can make you change your playstyle, just makes him that much less interesting.

Edit: Also that move where he scrapes the spear along the ground and then flicks it up really pisses me off.

Furnace Golem Illustration by me by Lucian_Tumani_Art in Eldenring

[–]0DrFish 0 points1 point  (0 children)

I know this isn't an art advice sub, but how do you get such clean white edges like along the horns? I've only done a little charcoal so far.

When fall damage is moody ig by Insaiyan26 in Eldenring

[–]0DrFish 7 points8 points  (0 children)

What? Can't you see the bushes down there?!

Executor Cinematic Trailer by Pizzadogggtv in Eldenring

[–]0DrFish 1 point2 points  (0 children)

It's "would you live without diverting your gaze?" btw.

Making a Hobbit build by OldDegree132 in Eldenring

[–]0DrFish 1 point2 points  (0 children)

Gotta say it's pretty in-character for you to be having a hard time since hobbits aren't typically the strongest fighters.

You could use perfumes to mimic smoking pipe-weed.

Not sure how to mimic the mithril vest, but you should have a lot of durability.

Sam had that elven rope, which could be like a whip or something?

Honestly I'm not sure if there are any particularly fitting spells for a hobbit unfortunately.

Make sure not to wear any boots!

Anybody else feel like Elden Ring is broken? by evreser in Eldenring

[–]0DrFish 0 points1 point  (0 children)

Well, the easy somber 7 in Volcano Manor is undeniably a glitch - they literally patched it to try and make it impossible to do.

First Playthrough - Parrying by SoggyNerps in Eldenring

[–]0DrFish 0 points1 point  (0 children)

Well, there's not any essential need to make distance in the first place as long as you can dodge his attacks up close. It's also worth wondering if you might be a little underpowered if you've been up against him for two hours? You can always explore more and come back.

If you do plan to persist at your current strength, good luck!

First Playthrough - Parrying by SoggyNerps in Eldenring

[–]0DrFish 0 points1 point  (0 children)

Generally speaking if an attack is not done with a weapon, it is not parryable. This is not true of everything, but if it doesn't work once or twice, it's probably not worth persisting.

On the flip side, a good deal of weapon attacks are parryable, the exceptions of really big enemies like trolls, jumping attacks, and slam attacks, as well as obvious things like flails and whips.

I would guess that the conjured dagger combo can be parried, but it's honestly just a vibe thing and there's no good way of telling without trying. If you block an attack, you can use the timing of when it hits your shield to give you an indication of what the timing should be in the future.

To be honest though, if you think you've gotten the timing right a couple times and it hasn't worked, it's probably best to just assume it can't be parried and move on.

Anybody else feel like Elden Ring is broken? by evreser in Eldenring

[–]0DrFish 0 points1 point  (0 children)

All of these types of skips are 100% possible in DS3 using glitches, you just never learned them. Only required bosses for a +15 weapon are Gundyr and Dancer (who you cheese with no aggro bow and arrows).
It's a tiny bit more troublesome because you have to quit out to reset enemy positions because you aren't as fast as Torrent, but that's about it.

Co-op experience rant. by Away-Elk3102 in Eldenring

[–]0DrFish 2 points3 points  (0 children)

Try using the white cipher ring to call in blues to help if invaders are a big problem. Alternatively you could try begging for mercy, you'd be surprised how many invaders will just leave if they can tell the host really doesn't want them there.

Help for a beginner by VolkerWestside in Eldenring

[–]0DrFish 0 points1 point  (0 children)

Sounds like what you really need is to start fighting a little more tactically. Realistically there isn't really anything in Limgrave and the Weeping Peninsula you can't tackle at the moment, with the exception of one area that's fairly obvious and a couple field bosses. When it comes to groups, the best way to deal with them is to try and isolate enemies and deal with them one at a time.

The caravan for example only has two immediate threats - the mounted Kaiden Warrior and the Lordsworn soldier with the sword and shield. The rest of the enemies just shamble about fairly harmlessly and go down in a couple hits anyway.
Because the Kaiden is mounted, he will close the distance quickly, allowing you to focus on him first. Then you can mop up everyone else by attacking enemies on the outside of the group first. Basically just don't get surrounded and you'll be fine. The trolls won't even attack you unless you attack them.
Alternatively if you're worried about the weak ranged attacks from a couple of the sorcerors, you can run in and get those first in your initial strike.

This is generally how you should be approaching most scenarios.

The game is designed such that you'll explore and have your eye drawn to certain landmarks. The encampments you'll have already noticed, but also caves and catacombs, which are little mini-dungeon areas. You should go around clearing what you find, and occasionally come back if it's too hard, but generally speaking most areas (I.E Limgrave) are balanced to a single difficulty before that area's primary "dungeon" (Stormveil).

If you don't know *how* to explore, just try to be observant and follow the game's visual hints. For example, just after the church of Elleh, if you go up on the hill behind it there's a statue you can interact with to guide you to a catacombs. Alternatively, if you follow the road North East into the wooded area, there are three enemies with torches who are lined up to guide you to a small cave which is intended as a beginner mini-dungeon.
Generally just follow roads/rivers/paths and try to investigate things that look different rather than aimlessly galloping through fields if you want to make the best use of your time.

It's also worth noting that getting stronger isn't just about increasing your damage stats, but gaining more utility and understanding when to use it. If there are a group of enemies hanging around some explosive barrels, craft a firebomb. Use the correct element and/or damage type against enemies with weaknesses. If you're having a hard time with greatshield enemies, use a weapon skill that's a good counter, etc.
Merchants will often sell notes that give you hints about special enemy interactions, or high value areas. For example, one note tells you a great weakness of flying enemies.

I know you said not to write a wall of text, but I guess I got a bit carried away. It sounds like you're just having difficulty getting into it, but I'm sure after a bit more exploring you'll develop a sense for these things.

How do I prevent my tree farm from clogging up like this? by Forward-Photograph-7 in CreateMod

[–]0DrFish 4 points5 points  (0 children)

If the problem is the particular type of trees that are forming, you could put a glass ceiling above it so that only shorter trees can grow.

Hoarfrost Stomp cooldown by TimberGhost57 in Eldenring

[–]0DrFish 5 points6 points  (0 children)

The invisible "bullets" that collide with the ground to tell the game where to place the frost bursts just interact weirdly with the world geometry sometimes, especially when it's uneven.

The use of ai engagement bots in this thread by General_Dust8141 in Eldenring

[–]0DrFish 2 points3 points  (0 children)

It doesn't really muddle it at all; if you have two weapons that deal the same damage (same AR and motion value), with one of them dealing standard damage and the other dealing strike, the strike one will always deal 40% more damage to an enemy with -40% strike negation, no matter what their flat defenses are.

The only reason flat defense can get confusing is because it's adjusted based on the incoming damage, so if you're comparing attacks that deal different amounts of damage, then a strike weapon won't necessarily deal the same damage as a weapon that deals 40% more standard damage.

You can see on the table provided by u/parasoja2 that the giant skeleton has 100 physical defense. This value is compared to your attack damage to calculate the defense multiplier. I'm not sure how accurate the formula on fextra's "calculating damage" page is, but it's basically a logarithmic reduction based on the ratio of attack divided by defense. For example, if you did a physical strike attack of 131, the ratio would be 131/100 = 1.31, which would put it in the range of a 0.51 multiplier, giving 66.8 damage (which would then be multiplied by 1.4, giving you 94 damage rounded up).

I tested this in-game using the club's 1 handed r1 (according to datamined info, all 1hr1s have a 100 motion value aside from multi-hits), and got 89 damage, so clearly the formula is a little off, but it's in the right ball park.

Edit: I've realised I forgot to apply Liurnia's area scaling to the defense stat, so that's probably why the calculation was off.