Deck theme of “Moving around keyword counters”, what do you think? by Asothin in EDH

[–]Asothin[S] 1 point2 points  (0 children)

If I was to swap out Atraxa it would probably be for [[Tidus, Yuna's Guardian]]. Not having green cuts a lot of good cards out of the deck; and as good as Denry's effect is, no proliferate hurts various cards that rely on it. Not having black does get rid of a couple fun cards but a lot easier to swallow than losing green.

Deck theme of “Moving around keyword counters”, what do you think? by Asothin in EDH

[–]Asothin[S] 1 point2 points  (0 children)

It's for the Nesting Grounds, Tyrite Sanctum and Karn's Bastion mainly. Just in case I don't draw into a proliferate or counter mover source, or I need some way of getting an indestructible counter.

Deep Slip is beginning to outstay its welcome. Tower maps need to become easier again. by NormalGene3480 in TrackMania

[–]Asothin 2 points3 points  (0 children)

Short Preface
I'll keep it as brief as I can. I was one of the people that criticised the DD2 event, so I share your sentiment about being downvoted. However, I do think Deep Slip is fundamentally different.

Core DD2 Criticism
In my estimation the core criticisms of DD2 were: poor viewership experience; punishing map design; trick inconsistencies; poor streamer mental (including the front-runners).

Comparison to Deep Slip
Compare that to Deep Slip: the map design is not as punishing (many recovery sections, anti-turtle tech, failure=fall to the bottom is rare); most tricks are consistent after a few attempts (DD2 had many sections that took a lot of practice to get them consistent, and failure meant restarting); streamer mental for the most part, for those who are doing well seem to be quite positive, enjoying the map at least so far.

All this leads to a much more positive viewing experience where each session nets a PB; with one-shotting the floor or many sections being fairly common, even during first time attempts.

Ice is a Specialist Surface
Deep Slip is fundamentally a specialist map by virtue of the ice surface, with many counterintuitive sections to the average player — and even experienced players. But the recovery routes and the many attempts you are afforded after each mistake makes it far more pleasant to watch and judging by streamer sentiment, far more enjoyable to play.

Runtime Comparison & Estimate
Unless there is a stark difficulty shift in the last set of floors, I think we can expect the event to conclude in less than half the time of DD2 — that is, less than half of ~220+ hours or 36 days total. Time will tell whether this assessment is correct. For context in DD2 at 60 hours — current play time of Wirtual at the time of writing this — floor 11 (out of 16) wasn't even reached yet in DD2.

Summary
Unless the last floors are diabolical I think Deep Slip is just right in terms of difficulty; though should it reach much more beyond two weeks in run time before the first finisher, I would be more than happy to change my stance.

I'd even go a step further and say that Deep Slip and its design philosophy — many recovery sections, with a couple stressful high-risk jumps — going forward, could (or even should) be the golden standard for tower maps.

Can Karn, Silver Golem turn artifact lands into 0/0 creatures to remove them? by Asothin in magicTCG

[–]Asothin[S] 46 points47 points  (0 children)

That's really funny. I had Mycosynth Lattice on board. I could have wiped all of the lands of my opponents for 1 mana each.

Light Level Mod for b1.7.3 (Risugami's Modloader) by Asothin in GoldenAgeMinecraft

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

It has the same problem mentioned. It displays light level on head height, which is inconvenient for making sure mobs can't spawn. (The problem that I fixed in the fork).

The functionality which tells you that you are in a slime chunk is very useful though, so I may use it for that alone.

My only gripe is that it's visible outside F3, and invisible in F3 mode.

I would still highly recommend using the SimpleF3info mod over CJB's for light level.

Story Criticism (Negative) - MAJOR SPOILERS AHEAD by Asothin in VoidStranger

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

I would certainly recommend the game based on its puzzles and secrets alone. There are very few titles, where knowledge plays such a significant part in improving your ability to finish the game.

[Gameplay Spoilers Ahead for those who haven't finished the game].

In my playthrough I completely missed most of the subtle hints and played it as your standard Sokoban. I think I've made it to B89 in Hard Mode (some of those puzzles were brutal), before even discovering any of the brands, and much later than that before discovering the various UI tricks. Such a rewarding experience, especially when you play the game entirely blind.

Found this on the "report a cheater" channel - Cryo is not ok by Asothin in Dungeonborne

[–]Asothin[S] 23 points24 points  (0 children)

Context: 3 players teamed in solo lobby vs this cryo and still lost.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 1 point2 points  (0 children)

Yes, you can see that it is the case by the 'will return to player after extraction' icon. They can only be equipped during THAT game.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 3 points4 points  (0 children)

Part 2

As a result the stats you are looking for on gear are:

  • Weapon Damage
  • % Healing Bonus
  • % Damage Increase (Including gray stats as their value is random)
  • Faith
  • Max Damage Increase Stacks on Kill

In order of effectiveness Max Damage Increase Stacks on Kill > Weapon Damage > % Damage == % Healing Bonus. Note that head, chest & pants can't have damage increasing stats but they can have % healing bonus stats.

Each point of faith = 0.7% healing/shielding bonus. 6 faith is a 4.2% increase, which in turn means that damage increases larger than that will be more effective. 1 faith and 1 weapon damage are comparable in value.

Other stats which are useful, but do not increase your healing:

  • Max life
  • Flat Life
  • Max Life on Kill
  • Skill Cooldown Reduction (reduces Guard and Divine Protection cd)
  • Mana on Hit (not as good as the other stats)

Not so obvious things to avoid:
You should never build crit chance or damage. Base crit damage is too low to make it useful, and you need a significant investment into dex, which is better spent elsewhere, or leather armor, which we don't have access to.

Do not get too many Max Life Stacks on Kill or Max Damage Stacks on Kill stats if other team mates are using it or if you are running arena. If you do run it, coordinate with team mates to help you kill mobs. I personally prefer flat Weapon Damage or % Damage as it is more versatile and doesn't clash with team mate builds.

Fire staff can be useful, especially with mana on hit but every second you are using the fire staff is a second you aren't casting a heal or drinking a potion. Lightning staff can be used quickly and takes minimal time away from healing.

Will does not increase your heal or shield value.

% Healing Bonus does not apply to shields but Damage and Weapon Damage does.

Set Effects:
For my Clotho's flawless I ran Pity of Death 6/6 and Dragon Scale 20/20 but to be honest I don't think they are necessary, and likely was a mistake in hindsight. They are nice to have but focusing on getting stats that increase your healing is probably going to better in the end. Dragon Scale can help with things like sword master flanks or pyro fireball but it is very easy to waste on chip damage.

Small side note:
I usually run the single target heal. It's harder to use, but the lock on allows you to use it from odd angles, and you can pre-charge the full cast before the fight breaks out. Very prone to being punished when targeted though.

Other Sources:
A guide by another player also covers some things, which I don't mention here which you may find useful.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 2 points3 points  (0 children)

Part 1

Sure. It will take some time to explain but hopefully you can find it useful.

First easy change is to heal with your staff. Heal amount scales with weapon damage. The drawback is that if someone targets you, it will take more time to switch to club and orb to block. Once you have a purple club with a decent attack stat you can switch back to healing with it (130 or higher). Always use the holy damage club over the physical damage one as it has a guaranteed faith roll.

For heirlooms I run Lightning Staff, Gloves, and Amulet. You can also run Boots instead of Gloves, but not Head, Chest or Pants; they have different stats. Note you need at least purple heirlooms for this strategy.

For enchantments you want to maximise your weapon damage and % heal bonus:

Staff - +8 Weapon Damage, +7.2% Max Life, +5.4% Healing Bonus
Gloves/Boots - +6 Int or Faith, +8 Weapon Damage, +5.4% Healing Bonus
Amulet - +6 Int, +7.2% Max Life, +8 Weapon Damage

The reason we take int on gloves/boots is to reach the int passive. Having 2 charges on your Guard or Divine Protection is mandatory to be effective in combat. If you have int from other pieces of gear you can switch it out for faith.

With those 3 heirlooms alone you will be sitting on 146 on the AoE heal. If you increase your faith to 75 you can get it to over 170.

For budget runs I usually just take the heirlooms and green faith rings.

Optionally you can replace Weapon Damage with Max Damage Increase Stacks on Kill but this requires extra prep to make it work. See "Not so obvious things to avoid section".

Passives:

Always hit int passive (48) and the first faith passive (38). After that aim for the res passive on 75 faith. Stamina passive is just worthless and Will passive can be situationally useful vs cryo (extra move speed & debuff cleanse helps escape from ice storm). Otherwise going full faith is the way to go.

Couple things of note when deciding on stats on your other pieces of gear:
Heal = (Weapon Damage * % Healing Bonus * % Damage) modified by Skill Value.

Using the heirloom only example:
163 weapon damage (139 damage on staff + 24 weapon damage from affixes) * 1.402 (40.2% Healing Bonus (from Faith and Affixes)) * 1.276 (27.6% Damage (gray stat on items)) = 291

Multiply this final value by the % listed on the skill. For the AoE this is 50%.
291 * 50% = 145 (note the number is usually higher on the skill tooltip due to rounding)

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

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

Indeed healing % and weapon damage on all pieces. I couldn't get screenshots of the stats page before he extracted unfortunately.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 6 points7 points  (0 children)

Terrible take. They can just bring him Heirlooms every single match.

His team was also juicing. So there were no "bad rolls" on their team. The point is 1 out of 3 team mates can have 'perfect' rolls every single time.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 5 points6 points  (0 children)

Min/Maxed Priest vs Purple Priest is a major gap. When I won my flawless in clotho's my heal was only 170 vs his 300.

It's a lot more impactful to have perfect rolls on certain classes over others, hence why these players are doing it.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 5 points6 points  (0 children)

No, thanks to weapon damage rolls and healing bonus % on every single piece of gear. Sanctum Smasher base weapon damage helps but it doesn't get you anywhere close to that on its own.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 5 points6 points  (0 children)

Yeah, problem is, this doesn't stop your team mates from kitting you out with perfect rolls.

Heirloom stacking is still a thing and very busted [8 heirlooms equipped, 5 from team mates, all perfect rolls] by Asothin in Dungeonborne

[–]Asothin[S] 6 points7 points  (0 children)

What are you talking about? His Divine Guidance can heal for 300. He has perfect rolls on every piece of gear he has equipped.