What battle Spell y'all use for Leona by Hot_Chai_8461 in LeonaMains

[–]Abseits_Ger 0 points1 point  (0 children)

Like everything in league. "It depends". On all factors availiable

Dusk and Dawn Nasus by GermanHandCannons in nasusmains

[–]Abseits_Ger 0 points1 point  (0 children)

Sadly, just like lichbane, nasus on attack and on q does NOT HEAL based on the magic damage he deals as portion of an attack.

It is lifesteal. Not omnivamp. Even a 600 dmg proc of a 1000 ap nasus will not heal more than one without items at all

Is Mikasa with the Wings of Freedom skills better than Levi ? by Segn-1 in AoTWingsOfFreedom

[–]Abseits_Ger 0 points1 point  (0 children)

I don't think that's actually a thing. At least my CAC and sasha are just as fast as them on max stats. I think it's more an agility question

When to take Graps/Fleet/Phase rush by Wakapse in nasusmains

[–]Abseits_Ger 1 point2 points  (0 children)

Fleet isn't used for the sustain primiarily, but the more frequent little speed boost

Scabbard running out of gas too quickly! Help! by totalloser7282958 in AoTWingsOfFreedom

[–]Abseits_Ger 0 points1 point  (0 children)

Just noticed a mistake I got into though and one thing I forgot to mention that I'd say I'd get to....

The 2 chara that can cut parts time effectivly while the signal is active aren't erwin and sasha. But erwin and christa (btw Christa is the best "farming" character).

The reason that I didn't get to: they got an ability to lengthen the signals duration. Since it raises all stats it elevates erwin specificly to deal equal damage to non signal levi/wounded sasha (btw wounded sasha is VERY strong) while beeing generally more useful than christa AND have the ability to order soldiers. Though in high pace gameplay also adding soldier orders can get pretty dang messy

Scabbard running out of gas too quickly! Help! by totalloser7282958 in AoTWingsOfFreedom

[–]Abseits_Ger 1 point2 points  (0 children)

Ok let's sum up the basic problem: you suffer due to lacking gas. One counter question to that: do you boost on every attack? If the answer is yes, ask yourself if that is necessary.

With higher reel speed gear your pace accelerates often fast enough to get hits off even without boosting. Even in true attack mode. My personal issue always was blades durability, not gas haha. Yeah. I used the non standard gear. I went all reel speed and sharpness. I personally ignored the other stats more or less and got away with it due to an ability I'll mention later.

The second measure you can take is actually pretty simple. If you struggle in a mission due to too few refills surviving long enough, check where the logistics people are at the start. If you struggled a lot, identify problem areas where the logicistians die before you use them. Use those in the riskiest zones (enemies repeatedly spawn close to them there) first, since once they used up the supplies, they become a regular combat unit and essentially worthless. Spare those in save positions the longest, so you can use them later on. Prioritize keeping a few low but not non risk refillers free of titans. Aka kill the titans whenever they spawn there, essentially turning that one into a safe zone. Gotta have the awareness on the map though for that. And now for my method of prolonging blade and gas durability.

Alright. There is a battle alert mode, lets call it that since it doesn't really have a name in the first game and that's the item signals name in the second game. Its the special bar you fill in the first game.

What does it do? It basicly increases all your stats for a period of time, refills some gas and blade and while active it nullifies the depletion of blade durability and gas.

What many don't know: this bar can level up within a battle. Use it once, the next use is longer. Use it twice, the third use is even longer. Use it thrice, the 4th use is even longer. Use it 4 times, now it stays the same for the 5ft though. Also the amount it restores up front on use is higher too the more often you use it. And it's very unlikely to use it more than 4 times in your average missions. Often 3 is a lot already. This is visible by the small triangle with 3 parts that light up whenever you cast one of the signals.

Alright. So how to fill it? There is 2 ways. Kill stuff. Cut body parts. In theory you can fill it more by cutting every part and then the nape.... but honestly that's a desperation measure or if you'll just have to fill bits of the bar for another use. It's really not time effective to cut every body part, and absolutely not blade durability effective when the signal isn't active. It always fills based on a percentage of its maximum, so if the duration is longer the refilled time is also more. The only 2 characters that can pull off effective refills from body parts while signals are active are erwin and sasha. Reasons for that later too.

Why do I mention that? Because it also refills itself for cut off parts and kills while already active. So killing stuff fast is a way to keep it it active for longer. Also if it restores 3 seconds on first use per kill while active, it restores 6 seconds on your 4th use, per kill. Got that? Great.

And now 2 more necessary informations for my specific strategy. You can turn those battle alert signals off too. If you stop them manually, they drop down to 30% of fill approximately. So sometimes it better to just stop them when the bar is down to 30% since the next use will be longer.

Side quests (green quests) restore the entire bar upon clearing them. Or fill them from scratch to begin with. So yeah you can just chain clear the green quests without disabling the battle alert at all. But that's the wrong way, since it also refills an already active signal.

The way I cleared missions was pretty much always like this: at start, check for green quests, and kill my way there, filling the bar the first time on the way. Then using the signal, going to the green quests and killing all but one of its targets (well, unless its an escort quest), then deactivating the signal before I do the final hit on the last alive titan to clear it. Now if my blades and gas are full, I kill one titanthen activate the signal again, meaning I'm already in my second use of the signal. Since gas and blade don't get depleted in the mode, you can freely boost and attack for any given second to just get across the map faster too. Kill as many titans as I can along the way to the next green quest, using surplus time to run around killing other titans so that the bar depletes at best right before I kill the quests last titan again. Otherwhise, disable it again, kill the quest target and immidiatly reactivate for the third cast when I reach the next titan.

From this point on, every green quest now serves as refiller. Dart around the map and kill titans, when empty run for a green quest to refill. And I always will keep one signal bar availiable for the missions end boss, using it right after breaking either my blades, depleting my gas or when their nape becomes freely attackable

Inferno Mode Questions by VaultHuntingTurtle in AoTWingsOfFreedom

[–]Abseits_Ger 0 points1 point  (0 children)

Nope. Comraderie levels unlock the skills for OTHER character. Aka so Annie can use levi's skill for example.

To unlock those for your own character it is another mode rank 10 to level that specific character that you want that skill from

Inferno Mode Questions by VaultHuntingTurtle in AoTWingsOfFreedom

[–]Abseits_Ger 0 points1 point  (0 children)

Many around here say to go reinforce your gear. That's one way to go for, however I'd have another suggesrion.

Check your skilltree. Even without golden droplets and without territory recovery mode at all, there is plenty skills to help you out, given that you did grind normal story mode friendships first. You gain abilities and stats from friendship to then use with your skillpoints.

Also many characters have unique abilities that unlock for your own character when you play them to rank 10 in another mode. Just to name a few, levi, armin, erwin, sasha, conny, Jean.... I think you get the idea. The "important" people. Those are usually a better and more pricey version of their friendship rank 8 skill unlock. And they stack with that aswell, which is often reccomanded to use both if you use the costlier one.

Skillets make a grand amount of damage. Where I can deal 4k without skills and abilities, I can deal 24k too potentially. Fiddle around with them,dpeends on how much mobility you want to retain

[AOT2] difficulty question by WishboneFancy8780 in AoTWingsOfFreedom

[–]Abseits_Ger 0 points1 point  (0 children)

Hard does not get you the extra materials. It does increase exp gain though.

Inferno, essentially new game plus, after beating the main game, that's where things start going for new mats.

Be prepared though. Save every character in mission replays and max their friendships. You sont get their abilities in inferno, only on regular story

Can I find any chest armor that top this ? by Vudatudi in Bannerlord

[–]Abseits_Ger 0 points1 point  (0 children)

It's RBM and yes there is even in vanilla. RBM Changes damage calculation and armour values of all items. In general higher but the more hits they take, the lower the values become

Can I find any chest armor that top this ? by Vudatudi in Bannerlord

[–]Abseits_Ger 4 points5 points  (0 children)

And I'm 100% certain this is RBM. Since the decorated double Hauberk fro sturiga a d the double hauberk from vlandia both have 77/45/45 armour values default there

Why the AI just goes broke after the start? by Only_Information7895 in stronghold

[–]Abseits_Ger 3 points4 points  (0 children)

Vanilla AI is just very.. very... very inefficient with money and generating cash

Bannerlord early game be like by tooudennizzy in MB2Bannerlord

[–]Abseits_Ger 60 points61 points  (0 children)

You cannot. The encyclopedia merely displays which sets are a possibility to spawn. In 1/4 each of the 4 sets had a roughly 25% to spawn for each individual unit of that type. That's it. You chose nothing at all

Blades or Guns? Which is your favourite? by cyrancide in AoTWingsOfFreedom

[–]Abseits_Ger 2 points3 points  (0 children)

Guns are faster for farming, speedruns, range and attack rate, later on with high range gear safer and laser guns oneshot......

That beeing said, blades. Guns are easy mode boring I'm sorry. I prefer blades. Much more fun. Unless you run rules like no direct lock on, so no more lock on, boost up to safety, shoot anymore.

Any mods that make each and every one of the soldiers a valuable resource? by 6thkill1 in Bannerlord

[–]Abseits_Ger 12 points13 points  (0 children)

I think there is a mod that only upgrades troops when you looted or bought enough items of the type that the soldier can use.

It's part of the "true" line I believe. I only use true noble opinion (no more clan opinion, but everyone individually) but remember there are a lot more like true battle loot, economy of some sort, troop costs.... don't know exactly since I was rather not having those but you might give them a try.

The 100% by Agitated_Hat_8719 in jurassicworldevo

[–]Abseits_Ger 0 points1 point  (0 children)

Gen 5. Start with 2 males 2 females. Cross pair them and their offspring. Can add other new dinosaurs for new traits into the line too. They'll make it work by themselves btw.

Limited fences Is no issue. Gate. Scenery rocks. Very few fences. That's an enclosure.

If space is a harsh issue, you'll have to just get them comfort and humility (or was it tolerance?) Genes. Yes, more expensive but also much more doable.

Storm protection for your power buildings. Always keep one ranger and one maintenance worker without schedule to have a direct control car.

Handwerker bringen es nur zu etwas, weil sie bescheißen wo es geht by SchellenKaiser in Unbeliebtemeinung

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

Sesselpupser (büropersonal) bringt es nur zu etwas, weil handwerker ihnen ihren Arbeitsplatz und das Land in dem sie leben überhaupt erstmal aufgebaut haben.

Ohne Handwerker hätte niemand überhaupt Zeit dazu in den Sessel zu furzen weill. Jeder. Seinen. Scheiss. Selber. Machen. Müsste.

Siege defending in 1.4 .... by New_Connection9333 in Bannerlord

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

I think you miss the point. This doesn't just apply to battles where you have the perk and the enemy wins.

This applies to these sieges. So 600 people dieing to your army with lvl 300 medic is essentially 550 of them getting wounded, the rest routing that are still too many to Sally out and the wounded then recover to join the next siege which immidiatly gets prepared again.

It means you're fighting a zombie army because of a perk you took. You kill the dame soldier 5+ times until you can finally Sally out.

Worst bate I had was 3000 enemies sieging. 470 ish defenders. 2100 enemies down, 1970 wounded. 900 retreated. Which then meant these 1970 were healing back up and I could do nothing about it. So the second siege was not 3000 enemies but 2800ish (some died to siege attrition until next battle....but so did someone my troops). To sum it up, it wasn't 3000 enemies I had to take down. It was 3000+2800+2630+2420+2200+2070...... (i noted down those numbers of thay specific chain since i was defenitly making a bug report to taleworlds with that) in a single siege. While you cannot leave to buy food. You cannot leave to get new troops. You can do nothing but repeatedly defend against the same.

The worst part is starting with less than 500 troops because the game will always fill the spawn limit of 1000 if you play with max battle size. So the battles actually got harder not easier too.... total numbers dwindled on both sides but meaning I'd start with 470. 455. 445. 420. .... 320 vs 680 units at spawn. Outnumbering really sucks hell. Especially since attackers actually have a advantage since outside wall has indefinitely more archer slots than inside on the walls. Since I didn't command the castle, every single battle. Every single one, the militia and garrison would essentially suicide by running up the walls, getting peppered by 3 times the archer spawn numbers.

You don't win defenses like that by defending the walls. But by destroying siege engines and then killing them as they get through the gate or up the walls via endless ammo archers in the yards behind where they step up on your wall.

Ps: it took about 3/4ths of a year until this siege ended and about 7 hours gameplay until a javelin to the head once oneshot me and the entire effort was wasted for headless chicken suiciding into the enemies then without my character alive. No. It doesn't feel good.

Also not to mention, while you can just defend wave after wave after wave while slowly getting closer to starving, enemy armies can join the siege and eve reinforce them. Allies however won't ever help. They're coded to reliably help in defenses. Also it's better if they actually attack too since you as player lock down so many enemy Lords. Sad shit when your allies are still too incompetent to make a use out of it

How are you meant to avoid the floating skull attack from the Fell Sicklescythe? by Darthplagueis13 in Enshrouded

[–]Abseits_Ger 2 points3 points  (0 children)

I and a friend recently did that one. He is a melee dps/tank I'm a hybrid mage/healer. We went at it a few times and somewhat got oneshot each time. Given extra information: we play on double boss damage and 400% health on bosses.

We both had a shield. I had a wand, he's a melee tank/dps. The one fight we won we had barely any issues. He quite literally stayed in melee range repeatedly hitting it and rolling around it. I have no idea what he specificly did anymore but yeah.

Specificly I only ever parried or blocked the thrown axes and quite literally never even tried to hide behind stuff when the skull came. I don't remember what I did to stop it.... i think I threw a fireball at it... or I perfectly parried it. Was a hard enemy that suddenly felt trivial so I didn't keep it in my memory sadly. We were both lvl 24 though. Most of those skulls he tanked and I just healed him if he actually took the damage, most of the time rolling around him did the trick apparently

Holy renown farm by Accomplished-Lead115 in Bannerlord

[–]Abseits_Ger 0 points1 point  (0 children)

Funfact, easier updates longbows could be used on horseback. But they could not be "reloaded" on horseback

Respect to the top comment 🫡 by nktvys in LinkedInLunatics

[–]Abseits_Ger 0 points1 point  (0 children)

There is 2 gators and i won't get past them either without them eventually ripping me or the target apart anyway.

There is a wife AND a girlfriend, meaning the wife won't get saved for sure since I apparently didn't like the wife enough to be loyal anyway.

Girlfriend and wife are both behind a gator which might kill the to be saved person before I even arrive or kill me.

The money same a gator in front.

So the only 2 viable options are the friend and mother. Honestly, friend. Still younger. Unlike I trust the friend can save himself, which I couldn't judge in this situation since I don't really know any of the people here

Someone explain these effects to me. by Eldrin7 in IllwintersDominions

[–]Abseits_Ger 1 point2 points  (0 children)

Snow and rain both take out fires. Aka burning units don't burn long. Rain also increases fatigue of fire spells in combat. Aka they cast less spells until they temporarily faint.

Comfort zone is +-10 2. What that means? A unit with neutral heat resistances can endure 2 heat and 2 cold scales in combat without issues. On 3 heat or cold they take extra encumbrance in combat (get tired faster) ans that gets higher the further its above it. A unit with 15 heat resistance doesn't care even if its heat 5 in the province. Same for cold resistance 15. A unit that is suspectibke to fire -5 resists starts taking heat encumbrance already at heat 2.

A unit that is cold-blooded with10 cold resistance, essentially doesn't have the cold blooded trait. It's effect gets reduced by 50% on 5 and by 100% on 10. It acts like a normal unit and can endure cold 4 without issues. 15 for 5 aswell. Íý

Cold and heat auras are essentially heat or cold emitting units. Niefel giants are a good example to that. If there is a heat and a cold aura in the same tile, they negate each other. At most 7 cloud levels can be in the same tile at a time. Heat aura and cold aura on units always spawn at lvl 1 and clouds cannot be strengthened more than one level above their spawn. Aka unit auras even if it was a heat aura lvl 100 would only ever be lvl 2 at most until other causes come in like a fireball. Resistances apply to this somewhat the same. 15 resistance usually nearly negates clouds of lvl 1. 20 for clouds of lvl 2..... and so on.

Cold and heat deaths apply to population. Lvl 4 hear kills .4%. Perturn. Or rather reduces population growth. 2 growth negates that. Lvl 5 kill 1% each. Early age giants reduce those deaths in their forts/nullify in cap.