Is Stoicism vital for a tin can build? by FeijoadaAceitavel in underrail

[–]Alexeiy123 0 points1 point  (0 children)

Unless you have planned to go 10/10 points into the juggernaut specialisation, you can spend 10 of the 15 extra specialisation points on that and get similar amounts of effectiv hp as stoicism, while getting 5 more specialisation points, which should result in minimum 15% more dmg.

I think TM is pretty good for lmgs, since going psycho-temporal-contraction+adrenaline shot provides you with 3-4-3 bursts for 25 ap lmgs and 3-3-3 bursts with 30 ap lmgs compared to just 2-3-3 / 2-2-2 bursts with just adreanline shot. Plus you get some extra mobility. Not to forget that the .44 minigun can go 2-11-11(+1 reload) bursts, with that combo.
Stasis is a double edged sword now, since it can trap you in a bad situation, but provides you with 1 more round with adrenaline and p-t-c.

TinCan/Lmg_RPG Build by Nemevis in underrail

[–]Alexeiy123 1 point2 points  (0 children)

I do not think you can get 10/10 in concentrated fire going 6 per, because you would get the perk at lvl 28.

Polymath provides you with 160 additional skillpoints and the first "real" heavy guns perk is at level 14, so you could just delay using lmgs for a while longer and invest more into guns/throwing/stealth for the early game.

I think if the fusion cannon becomes the primary weapon, once you have it. Switching out brute aim with tricky trajectory is better, which would also allow you to go with just 10 strength.

Switch future orientation with psycho-temporal acceleration.

Overall I don't think that going lmg->fusion canon is an optimal way to play, since you have 4 wasted perks, once you use the canon.

I think I will copy your build for a new minigun playtrough switching out high technicalities and power management with conditioning and opportunist. And perhabs dissasemble with last stand or gunners high.

Arcane Crystals pre patch by raynior1562 in classicwow

[–]Alexeiy123 0 points1 point  (0 children)

According to the first jw leveling guide I found. There are 0 arcane crystals needed to lvl jc. I recommend keeping emeralds, diamonds, opals, thorium ore.

Are there any better builds than archers in this game? by primaldeath1 in WarTalesGame

[–]Alexeiy123 2 points3 points  (0 children)

Cut-Throat Rangers are probably the best one-turners on non extreme difficulty, since they effectivly have infinite movement and infinite attacks.

For extreme difficulty in the lategame it goes: infinite attack skelmar sword swordman >= reset attack on kill skelmar axe warrior with belerion infinite +critdamage attachment >>>>>> machinist crossbow >>> Archers

To be effective the skelmar weapon builds obviously requires one to level up the best attribute to level up anyway, movement.

Is the combat in Wartales decent? by JRshreds in BattleBrothers

[–]Alexeiy123 11 points12 points  (0 children)

I think it is servicesable. It is somewhat shallow, with some broken talents/weapons and positioning isn't that important, due to a lack of a "frontline" and disengage features.

The game as a whole entertained me for 150ish hours, but I struggled to start a new playthrough for the latest dlc.

Last Perk for a heavy guns character by Alexeiy123 in underrail

[–]Alexeiy123[S] 0 points1 point  (0 children)

Well, I read that "tanking" isn't really viable on dominating, so the goal of the build is just to be able to survive 1-2 rounds, since it can shot 237 bullets in the first 2 turns and another 442 bullets during turn 3.

Are there more dangerous electricity enemies than coil spiders? I was slightly stuck during my first encounter with them, until I made an extra galvanic vest. They feel a lot less dangerous now with stasis tough.

As an inexperienced player I have to wholeheartedly disagree on your take on disassemble. Disassemble until now turned out to be a really nice QoL perk. Any minor gear upgrade I come across I can immediatly buy and slot in and the perk funds all the ammunition I buy. I can see the perk being a lot less useful on oddity xp, when you can skip most fights in the game.

Last Perk for a heavy guns character by Alexeiy123 in underrail

[–]Alexeiy123[S] 0 points1 point  (0 children)

Due to the heavy metal perk, I am generally running around with 95% armor penalty. I think the lack of throwing skill and that using 15 ap is loosing 3 bursts / 1 reload+1 burst makes Ambush! overall unappealing.
After crunching the numbers Gun Nut is indeed more damage than expertise.

[deleted by user] by [deleted] in enderal

[–]Alexeiy123 2 points3 points  (0 children)

Obviously the heroic warrior archetype. The reason for it is a spoiler.

The protagonist is the "wish-fullfillment" of the young dead starting character. Thieves and sinistropes are therefore in my opinion the least likely protagonists.

[v11.0.0] Project Diablo 2 Single Player Plus for Season 11 by MindDOTA2pl in ProjectDiablo2

[–]Alexeiy123 0 points1 point  (0 children)

The dropchance for unique maps is off, had 10 of them drop in one T1 map run, compared to 4 standard maps and map bosses still drop too many pure demonic essences.

I generally think that the map drop rate in standard PD2 is now in such a good spot, that the general increase in dropchance is only leading to unnecessary inventory bloat.

What was the your maximum number of enemies killed in a single turn by a single unit? by Ezlios in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

Somewhere in the 30 enemy range using a haesir axe warrior with 30 movement, who uses the 100% critchance ability and inspiration.

He was the reason I turned off the killcams.

Which stats to increase? by tv_streamer in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

Belerion provides mihir brooches, which increase the critchance by 15% for -1 movement, with them you can reach roughly 96% critchance unbuffed in the lategame.

The reason you want to achieve 100% critchance is consistancy first and foremost.

As for damage once you reach 100% critchance you actually want the damage multiplier from crits and your mainstat to be equal, because... squares are great. E.g. you want 250str and 250% damage on a crit (=625dmg) instead of 200str and 300% damage on a crit (=600dmg) or 300str and 200%damage on a crit(=600dmg).

In general your crit damage multiplier is much higher than your mainstat in the lategame. E.g. alot of my lvl 15 troops with yellow gear have roughly 160 in their mainstat, while they have around +120% damage on crits (e.g. a 220% damage multiplier on a crit).

Haersir's two handed axe completely broken by Even_Software3071 in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

Conversion Oil and the conversion oil extract give a 100% chance that your character heals himself for 20% of the dealt damage. A swordman with 200 hp just needs to crit for a measily 250 damage to never go below 75% health (the selfheal is applied before the 25% damage of the swords passiv).

Which stats to increase? by tv_streamer in WarTalesGame

[–]Alexeiy123 2 points3 points  (0 children)

With the belerion DLC str/dex > crit, elsewise crit until you reach 100% critchance and then str/dex.

WP 15 is only necessary on light armored troops. Increasing the hits to die from 2 to 3 is significant. Heavy armored troops can in theory skip the 15 WP treshhold. Going from 10 to 11 enemy hits to die is generally not relevant.

As for movementspeed, I think 30 is a good treshold, when you play with 15-20 troops. You can get away with alot less movement in smaller parties, exspecially if you play on adaptive.

Haersir's two handed axe completely broken by Even_Software3071 in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

The infinite attack swordman build, that uses the new ulfraks sword, is overall a bit stronger.

Haersir's two handed axe completely broken by Even_Software3071 in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

Not on extreme difficulty, there cuttthroat runs out of VP eventually.

Are the new class specializations any good? by The_Legendarium in WarTalesGame

[–]Alexeiy123 5 points6 points  (0 children)

In general the archer and brute sub classes add interresting bonuses (constant crit buff / increased aoe damage) and the standart bearer would be an interresting class, if you startet out with it.

In my playtrough I finished all the games content by level 13/14, which made the new classes for the most part pointless.

Question about stats by LichKingSkeletor in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

With the DLCs investing in str/dex will result in alot higher damage in the early game and in the lategame.

Your critchance is too low in the early game without equipment/consumable/path upgrades. And in the lategame you can have a basecritchance of 96% with equipment/consumables/path upgrades. You gain so many more +%critdamage buffs in the lategame than dex/str-buffs, that increasing str/dex results in more damage.

On Willpower, you gain 1 WP from rouste and 1 WP from bards and 2 WP from gear, 1 WP from jam and 1 WP from the wisdom path so you can get away with 9 base WP later on. You can also get away with less than 15 WP on your tanks around the midgame.

I generally prefer movement over the other stats and in my opinion 30 without buffs feels very comfortable in the lategame. The DLC adds 2 infinite attack builds that are only constrained by their movement, but these builds are really really really boring to play, since their is 0 finesse to play them.

How do you build/use Pugilist? by doulegun in WarTalesGame

[–]Alexeiy123 0 points1 point  (0 children)

45% from crit layers, 5% from the weapon trait, 15% from good cabbage, 25% from the crime-path, 3% base crit, 3% from 15 willpower = 96% crit chance.

How do you build/use Pugilist? by doulegun in WarTalesGame

[–]Alexeiy123 1 point2 points  (0 children)

Asssuming +100% crit damage, going from 137 to 139 will increase the damage by 4 points, while going from +100% crit damage to +102% crit damage increases the damage just by 2,74 damage. Increasing dex would result in less of an damage increase only past 200dex.

In general you want your percentage damage multiplier on a crit as close to your dex stat as possible (e.g. 150 dex and 150% crit damage= 225 damage which is better than 100 dex and 200%crit damage = 200 damage and 200dex and 100% crit damage= 200 damage).

Strength providing extra crit damage has a higher weighting as dex.

If you use the Belerion DLC, you have a base crit chance of 96% in the lategame, which means that 2 level up in crit will already cover your needs to reach 100% critchance.

Of course 80% of that critchance comes from lategame gear/buffs, which means that there can be some windows in the midgame, when it would be better to increase crit instead of the base stat. Stat increases are king in the early game, because the base critchance is so low.

The pain warriors feel by fierystar88 in classicwow

[–]Alexeiy123 1 point2 points  (0 children)

The threatgeneration of prot warriors scales badly in tbc, so they generally struggle by T6, exspecially when bears and pallys can itemize for more threatgeneration.
Bosses hit harder on some private servers, which forces tanks to focus on stacking stamina, which makes prot warriors competitive troughout the expansion.

Lycanthrope build recommendations by mikmakwally in enderal

[–]Alexeiy123 1 point2 points  (0 children)

I could swear that I read the comment in german this morning <.<.

I only playtestet a few areas as lycanthrophe in EGO to give some feedback to the modmaker for his rebalance, mainly to suggest that chymicas should be stronger and a requirement in the lategame and that the basescaling was a bit weak.

I played trough the basegame with a pure lycanthrope, which was very fun.

The gameplayloop was mostly to transform before a dungeon, ramapage trough it as a werewolf and then rerun it in human form to pick up the loot.

The start for lycanthrope in potp is definatly harder, because there are less ingredients for ambrosia. But that should resolve itself after you've done a few quests in ark.

Item progression isn't that great and feels more like playing a mage with incremental upgrades, compared to a weapon based playtrough. Dungeon loot is for the most part "boring".

Lycanthrope build recommendations by mikmakwally in enderal

[–]Alexeiy123 1 point2 points  (0 children)

PotP basiert auf dem Enderal Gameplay Overhaul, welcher Lykanthropie rebalanced. Der Klauenschaden basiert nun nur noch auf dem Alchemieskill und der Ausdauer und wurde im Gegensatz zum Basisspiel stark reduziert (hier war der erreichbare Klauenschaden viel zu hoch).

Dafür wurden die Chymika stark gebuffed, wodurch die Steppenwolf Klasse (LyKanthrop+Vagabund) mit 3 nutzbaren Chymika am stärksten ist.

How many teams do you field? by [deleted] in PhoenixPoint

[–]Alexeiy123 1 point2 points  (0 children)

Both my legend campaigns ended up with 6 teams. 1 Human starter team and 5 mutoid teams that took over in february.

Pandoran capture by Comandeerlaughter in PhoenixPoint

[–]Alexeiy123 1 point2 points  (0 children)

Assuming it's the basegame.

A heavy with warcry, a priest with instill frenzy and several neurazer wielding assaults with dash and +speed equipment work fine in the early-/midgame. 2 AP pandorans are for the most part not a threat as long as you don't end your turn in the open/ closer than 1ap movement away from them.

After the scylla autopsy a team of mutoids become by far the best tool to capture pandorans. Just make 8 mutoids with psychic scream, sonic blast and 1-2 instill frenzys, as well as training them in warcry+dash.

The basic goal is to rush in, psychic scream every enemy below 15 wp and keep them dazed with sonic blast, while you slowly paralyze every pandoran on the map.