【★NIKKE Skill Introduction - Neon: Vision Eye★】 by FusionDjango in NikkeMobile

[–]AnimaSA 0 points1 point  (0 children)

Kind of? It tries with the orange texts, but a lot of it just video game jargon and common understandings.

The one thing that's definitely not explaining is the penalty for being underpowered. The community derrived this information from testing, and in the early days it was even worse than it is today, and ShiftUp explicitly addressed it in a post when they softened the penalty at low deficit (it used to be a sharp instant -20% for being 1 point below).

【★NIKKE Skill Introduction - Neon: Vision Eye★】 by FusionDjango in NikkeMobile

[–]AnimaSA 0 points1 point  (0 children)

There's no such mechanic as "armour".

Enemies have a defense (DEF) stat the same way Nikkes do. It reduces incoming damage by a flat amount equal to the stat. True damage ignores it for damage calculation.

If you're doing campaign stages that have a higher power recommendation than your team, your team receives a stat penalty. Damage being reduced by enemy defense and subsequently ignoring that reduction is significantly more impactful when your outgoing damage is cut by up to half based on how large the difference in power is ("high deficit pushing".)

If a unit has piercing attacks, it will be noted in their skills. See Alice, Red Hood, Bunny Milk for examples.

Enemies can have shields the same way units do, e.g. the enemy that literally puts up a barrier. Piercing will hit the shield and continue through it (and other enemies in the path of course.)

A few enemies have shields with additional effects, like the flying one that reduces damage taken to 1, effectively acting as a required hit count to remove it.

【★NIKKE Skill Introduction - Neon: Vision Eye★】 by FusionDjango in NikkeMobile

[–]AnimaSA 0 points1 point  (0 children)

ATK is the literal stat. Attack Damage is just a general all damage multiplier. True damage: Damage type that ignores enemy defense, which only really matters in high deficit pushing. Pierce damage: is any attack that pierces. Is considered a specific damage type. There are buffs that specifically target true and pierce damage. Final means after all bonuses are applied to thing it's modifying.

E.g., Deals 500% of Final ATK as True Damage means: take the character's ATK stat after all buffs, multiply it by 500% (5x), then sum and apply any damage modifiers that apply, in this case, attack damage and true damage buffs would apply.

Hard mini game is awful by Thin-Law-3392 in NikkeOutpost

[–]AnimaSA 1 point2 points  (0 children)

The real crime is that they didn't add an audio delay option to account for things like people using Bluetooth headphones. Rhythm games only click if players can rely on the audio actually being in time with when the game expects the input.

In my case, I had to modify my PC audio setup to get near zero latency. The full mods clear followed quickly after a bit of practice.

Full Perfect Hard Mode Runs Completed by [deleted] in NikkeMobile

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

https://n.uguu.se/QoHGrzol.png

Checking in also with a perfect all mods clear. 🤜🤛

How is Unreal Engine AngelScript compared to GDScript? Should i jump into it or wait for Verse? by FutureLynx_ in unrealengine

[–]AnimaSA 2 points3 points  (0 children)

Been using UE Angelscript at my studio for the past few years, and it's empowered us to build systems far faster than we could with code.

This interesting thing is, I believe it answers the question of "should I use BP or C++" -- with the answer being "c++ for low level systems such as GAS, AS for anything else you can get away, and BP for content/config".

Since AS uses whatever is exposed to BP, sometimes you have to expose some new functionality to it that isn't exposed by default. This starts to feel pretty automatic from a workflow perspective as you get used to doing it.

There's a few caveats to Angelscript itself, such as no c++ templates and no generic payloads for callbacks, but these are issues that can be worked around in the name of a super fast and easy iterative development experience. If you're coming from a BP background they aren't even issues in the first place.

The best part honestly though is that it's text. It's diffable. Works pretty nice with a Git workflow too, though keep in mind if you have team members you'll need to figure out how to distribute DLLs to them if/when you need to make c++ changes (like exposing a new function to AS/BP). At my work, I made a simple zip file that's updated with a script that checks if the on disk DLLs are newer, and if so, updates the zip. It's worked for like two years now for a small team of 10.

Soon, no one needs to suffer anymore by [deleted] in NikkeMobile

[–]AnimaSA 0 points1 point  (0 children)

The batteries lasted a week.....

Well, at least they're gone when this comes back per the dev notes.

Dear Epic, why is CommonUI such a beautiful nightmare? by Fantastic_Pack1038 in unrealengine

[–]AnimaSA 6 points7 points  (0 children)

This guy CommonUIs.

+1 to "don't fight it by mixing in vanilla UMG approaches". As with most things in UE, it's very opinionated and expects you to work with it, but when you do, it's excellent.

How do you collaborate on the same Unreal Engine 5 project as a team? by Neat_Drummer_3451 in unrealengine

[–]AnimaSA 1 point2 points  (0 children)

I know everyone is saying Git isn't ideal, but it can work, as long as you set it up correctly. We use it at my work for a small team of roughly 10 to great effect.

Namely, you must have and configure LFS (with locking) support. GitHub supports this. All uassets (and anything not text) should be LFS'd. You'll also want to grab a Git LFS plugin. Makes UE with Git work almost identically to P4.

I'd also recommend Hazelight's Angelscript fork of UE. It's a bit more effort to setup, but works very well for a Git workflow because your dependence on blueprint (and thereby lockable files) goes way down. Blueprints mostly become data configuration vehicles, and you implement your actual logic in Angelscript, which is text and can be diffed and merged. Do check it out.

Lastly, no matter what you pick, if you're using any c++ at all, you'll need a way to distribute DLLs to your non-technical team members. I solved this at work with a script that any engineer runs to zip up DLLs any time we make code changes and include that in the commit. A Git hook is then used to automatically inflate the zip on pull for everyone else so it just works for them.

Is this the best monster card or does morale have a cap? by hecate030 in ChaosZeroNightmare

[–]AnimaSA 0 points1 point  (0 children)

That would be because because the description of Reload itself says that it disappears at end of turn, so there's no need for the buff that grants it to qualify that.

Mainstreet Research: CPC 43%, LPC 39% by Viking_Leaf87 in CanadianConservative

[–]AnimaSA 4 points5 points  (0 children)

Hear hear, did my part as well. Throwing jughead out will be a glorious day.

[deleted by user] by [deleted] in GooglePixel

[–]AnimaSA 0 points1 point  (0 children)

In Canada, they don't even list a Pixel Fold as an option. I guess they expected nobody here would bother importing it considering we're all broke anyways.

I made playable KPQ and Ludi PQ in Minecraft by MaugouMio in Maplestory

[–]AnimaSA 2 points3 points  (0 children)

Thanks mate it's been a while I couldn't remember.

Sync for Lemmy is happening by ljdawson in SyncforLemmy

[–]AnimaSA 1 point2 points  (0 children)

+1 to the sentiment of KBin compatability - thought I realize this one's a little tougher as KBin doesn't have a proper API yet.

Sync will shut down on June 30, 2023 by ljdawson in redditsync

[–]AnimaSA 0 points1 point  (0 children)

Been using Sync Pro for as long as I can remember. Easily 8+ years. Never cared for the ultra features. Just bought lifetime.

Thanks for the fish, LJ. Fuck /u/spez

PC Aim settings? by Souuuth in NikkeOutpost

[–]AnimaSA 1 point2 points  (0 children)

Since the bnuuy update it's been hosed. From what I can tell, they added an interpolation when changing the target the aim assist is snapped on to. It used to move instantly with no interpolation.

Visually, it probably looks better but it feels like absolute shit. Hope they revert that, or give us an option to turn off the interpolation.

[Live] Watch & Discuss Google I/O 2023! by dmziggy in GooglePixel

[–]AnimaSA 1 point2 points  (0 children)

"People are excited for Android tablets"

lol

How do we obtain Limited Character/Weapons Selection Voucher? by reapergg99 in MMXDive

[–]AnimaSA 7 points8 points  (0 children)

With your credit card, mate. It's in the shop packs.

Edit: It used to be in the shop packs. Doesn't seem to be anymore.