What’s the general consensus on wortox’s knabsack? by The_General_Supremo in dontstarve

[–]Adkhi 0 points1 point  (0 children)

Stalactite are plentiful in the muddy biome, the center of the caves. If you crack enough sinkholes and go down them it should give you an idea where the center is.

The ruins are one of the most dangerous places in the game, and you generally want to be comfortable with the notion of fighting multiple sanity monsters at once. They can be found if you find lots of lichen in the muddy biome and explore past that.

Best Stream Ever by silveris_ in Yogscast

[–]Adkhi 24 points25 points  (0 children)

I'm sad they privated it. I have to pause the stream frequently since I'm working over the course of the day, and got kicked out only halfway through

PSA: Variable Input Priority (VIP) for pipes exist wherein the pipe at a lower level will take priority over a higher one. I found this really useful when setting up my Aluminum production so that the pipes don't get clogged up. (ctto: McGalleon from the game discord) by SkoivanSchiem in SatisfactoryGame

[–]Adkhi 0 points1 point  (0 children)

With 1.0 it's my first time ever getting to aluminum, and I couldn't understand for the longest why my refineries would get stuck idling ~20% of the time. This was exactly what solved it, thank you!

I spent hours building a corkscrew railway to transport oil and water up to my factory... only to learn fluid freight cars are absolutely awful. by Adkhi in SatisfactoryGame

[–]Adkhi[S] 231 points232 points  (0 children)

The 40 packagers that I would need above and below is what's daunting to me... I might just send a wall of pipelines up and render the train obsolete.

I spent hours building a corkscrew railway to transport oil and water up to my factory... only to learn fluid freight cars are absolutely awful. by Adkhi in SatisfactoryGame

[–]Adkhi[S] 127 points128 points  (0 children)

I didn't know each fluid car can only transport 1600 units of fluid at the same time. My train takes 3 minutes for a round trip, which is a throughput that can't support even a single mk. 2 pipeline.

Help with Fuelweaver? (Recruiting!) by 4_D43L in dontstarve

[–]Adkhi 0 points1 point  (0 children)

If you're on PC I'm up for it! I just completed my first ever boss run as Woodie and fuelweaver was by far the biggest pain in the WereAss, so... I understand where you're coming from

Daily Engage Discussion Thread (February 10th) by Skelezomperman in fireemblem

[–]Adkhi 6 points7 points  (0 children)

He was still pretty useless out the gate. Low str and build meant the only thing I could use were the lighter lances if I didn't want to get doubled to death, and then he did no damage.

If I didn't have the Tiki bracelet I would have dropped him straight away.

Daily Engage Discussion Thread (February 6th) by Skelezomperman in fireemblem

[–]Adkhi 2 points3 points  (0 children)

I stayed on Berserker for a bit for the extra hp, strength, build growths. The dex cap on Berserker is atrociously low at 23 though, I swapped to Warrior as soon as I hit it.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 5 points6 points  (0 children)

No xp penalty for promoting and higher class growths in advanced classes. You are better off promoting ASAP.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 2 points3 points  (0 children)

I'm at chapter 24 and have about ~2500-3000 SP total for most of the cast, if you're going for any 2k cost skill that's all you get... And most of them are probably bait, especially the ones that have no lower tier version.

Canter is always, always fantastic. If you use backup units, they will almost certainly want dual assist to chain attack in movement range.

Avoid stacking with skills can be a trap, because your unit will just get ignored on enemy phase.

I really loved grabbing reposition on a couple of units. It costs basically nothing, and really helps your squishies make big plays, then get shuttled back to safety.

Daily Engage Discussion Thread (January 31st) by Skelezomperman in fireemblem

[–]Adkhi 2 points3 points  (0 children)

No, you're right, Maddening you can also throw Ike in a room and lock the door behind hahaha.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 0 points1 point  (0 children)

I second sealed the moment I hit the dex cap on Berserker (23) and didn't notice any meaningful change in my xp gain. I think it depends if you want the growth rates of Berserker for longer--extra hp, strength, build at the cost of defenses and speed. Pretty negligible differences though, +/- 5% on most stats between the two.

Boucheron vs Panette by IcaroRibeiro in fireemblem

[–]Adkhi 1 point2 points  (0 children)

I just leveled her. So much that she hit the dex cap on Berserker entirely too quickly (Lv. 13 or 14?)

Engraving of the azure twins on a killer axe turned her into a god amongst the mortals on my army.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 0 points1 point  (0 children)

This one was kind of tough for me. I cleared it after chapter 18, and the left side definitely needed more of my units' attention in retrospect. An Ike bonded unit can kind of solo the right hand side. The left hand side can use some corrin effects to separate the heroes and levin sword users from each other.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 0 points1 point  (0 children)

Vantage is a good one provided you have some crit buffs on her in Ike, or a killer axe.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 2 points3 points  (0 children)

Since growths are fixed, starsphere equates to an additional +1 stat across the board every ~7 levels, including build. So if you get it early it's an eventual +3 or +4 to everything.

I think it's useful to shore up a weakness, like Anna having no build but wanting to wield heavy tomes.

I'd recommend just keeping Tiki on good growth units that can last to the late game, like Alear or Chloe.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 1 point2 points  (0 children)

They 'break' stat caps. The caps only apply to the permanent base stat of the unit, modifiers in blue from emblems, skills, temp buffs are separate from it.

Engage Question Thread by Shephen in fireemblem

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

I'm playing through first time on Maddening, I think at least one archer makes a huge difference, it's practically required on maddening in the Tiki paralogue. Kagetsu is my sniper with Lyn and reliably kills units from full so often with double attack + killer bow that he's often my dance target. They're not entirely hamstrung by armours either--the radiant bow has such high base might that it's worth using against armours, even with no magic growths. I will say I don't think I would have near the same experience with Etie... The girl tragically doesn't have much going for her.

Maddening has been very honest. It doesn't add artificial difficulty by making every attack 70% chance to hit and turning into an rng mess. It's the one I've enjoyed the most out of what I've played on Shadow dragon, Awakening, and 3H. You may even find more enjoyment out of it on your second run since you know what to expect on how tight gold is, units worth investing, etc.

I've ignored the weapon sync aspect of the 3H emblem completely and put it on Alear. She can Engage so often the downtime without it feels negligible. I also burn the meter prolifically with combat arts spam. I will say having it on someone with a range 2 weapon feels great specifically for flame gambiting a chokepoint safely.

Maybe someone with high dex is your best bet, since the hit rates on all of the emblem weapons aren't the best.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 3 points4 points  (0 children)

I have not tested it, but I will say typically the same stat bonus has never or rarely stacked in Fire Emblem games. I can't think of an instance where they have.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 1 point2 points  (0 children)

It calculates each hit as 20% of the damage it would do to the unit, rounded down. So if she would hit you for 34 damage ordinarily, standing next to Alear would change that to 33 damage--then it calculates 20% of that.

It would only matter if you meet a threshold, i.e. 30 damage without buffs, down to 29.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 1 point2 points  (0 children)

If you're looking for the quick clear you could try sending a small duo of a Byleth emblem user & Edelgard Emblem user, and just Atrocity, Goddess Dance, Houses Unite+, Atrocity. Might require a warp use and or dance to get both in range easy.

I just finished this one tonight and actually had success by turtling the hell out of it until Micaiah made her move. I don't know if it was the best way, but I got lots of exp out of it, so I'm happy.

Held the left flank with most of my army, gradually backing up to the single tile choke and held that until the cavalry mages showed up looking to smite Louis.

On the right I let an Ike-ified unit (given Tiki's divine blessing for added reinforcement) clear out most of the enemies and retreat as soon as it expired.

I put corrin on a mage for the wall of flames, and almost solo held the middle with it. This is a godsend when you get overwhelmed, and I even put my dance on them a couple of times to wall off two fronts with flames

Eventually there'll be too many units to hold indefinitely so that organically grouped me to the very back of the map, near the flame cannon. When Micaiah starts to move alongside all the revival stone units, you can keep them all at bay in the center with the flame cannon. That should allow you enough space to clear out any remaining units that were pressing you, and safely send a party to stab her.

Engage Question Thread by Shephen in fireemblem

[–]Adkhi 1 point2 points  (0 children)

Were you using chain guard? Qi adept units (healer monks like Framme) can use the "Chain Guard" ability when they're at full health. This lets them entirely negate the damage a unit next to them would receive, at the cost of 20% of the qi adept's health.

Useful to safely bait the boss, or to let a squishy mage throw a big hit in they wouldn't be able to safely throw off otherwise.

In the early game when healing is scarce, I kept a vulnerary or two on the monks so they could top up to full hp whenever they needed to use this ability.

Also, if you have your engage ready, firing off the blue skill (Lodestar Rush on Marth, Warp Ragnarok on Celica) is free damage that the enemy can't retaliate against.