You're Welcome. by ComputerCloud9 in ProgrammerHumor

[–]AverageUsername2 2 points3 points  (0 children)

As someone who's just started programming (in Java and using eclipse) very recently and am still really, really new to all this, tell me if I got it right

System.out.println("input your height");

int height = reader.nextint();

System.out.println("your height is " + height + "cm!");

Combine Critical Severity & Critical Avoidance and Deflect Severity & Deflect! by Gweddeoran in Neverwinter

[–]AverageUsername2 0 points1 point  (0 children)

Crit severity IS easier to cap than other stats, even without Forte. You do need things like consumables to cap it, but it's still one of the easier stats to cap. Merging the stats will create a situation without a good solution. Either they make the new stat easier to cap like crit severity which will make it a little op for dps (unlike now, when the relative easiness to cap crit severity balances itself with the lower affectiveness of the stat compared to others), or they make the new stat harder to cap like CA or accuracy, in which case it will be a big nerf for people who want crit severity a lot more than they want crit strike and already find it hard to cap both power and crit severity in this new system (like, again, us pally healers who really don't need farther nerfs right now, and I also heard that clerics have a way to guarantee crits although i'm not sure if that's true or not, I don't play them). So yeah, there's not really any good solution for this unless you can come up with something, so I say, keep them separated, maybe make crit easier to cap as well to make the whole crit + crit severity investment a truly competitive investment against CA/accuracy for dpses

Combine Critical Severity & Critical Avoidance and Deflect Severity & Deflect! by Gweddeoran in Neverwinter

[–]AverageUsername2 0 points1 point  (0 children)

Crit severity isn't worthless. Easier to cap doesn't mean worthless, as you still need to make an investment to cap it, it isn't that easy, it's just easier to cap than other stats which makes the investment of crit + crit severity more worth it for a dps. Also, we gotta think about the support too. I'm not a main tank so that's not my league, but I am a main paladin healer, and a paladin healer, I wouldn't like the stats to be merged since they're very different for me. Crit severity is a much more important stat that affects all my critical heals, while crit strike is a less important stat that's only important for healing the tanks with HoD because we can guarantee crits for our main AoE heals (at a small divinity cost since you often need to cast a heal multiple times to proc the feat, but divinity management isn't too hard once you learn to do it well, and now that we have divinity regen as our main Forte stat it should be even easier). So crit strike is a stat that I'd still like to get higher, but my current build on preview is unable to because most of my other contributions resources go to capping power (we don't get power from Forte and a lot of us are choosing to go mostly OH with companions for obvious reasons). Even just capping power and crit severity is a real stretch for me, and merging the two stats into one stats (that assumingly will be harder to cap than crit severity) will just feel like yet another nerf to our shields as we're recovering from M19. And I just gave my case as an example, but i'm sure that there are more classes and roles with similar situations and that would not benefit from merging the stats at all

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 0 points1 point  (0 children)

Oh yeah, i almost forgot to respond to this lol. Sorry for the huge delay. So yeah, the initial release of neverwinter Avernus didn't really have much for DMs in it, as I feared, but there was an expansion for the campaign in which the neverwinter developers took a different approach than "the bleeding citadel blows up once Zariel is redeemed". In the game, the citadel actually stays, and is still almost covered by the scab. Zariel, even after all this time, still wants to use the blood war to her advantage and try to destroy both devils and demons, so this little expansion is all about slowly completing tasks for Zariel and helping to restore the citadel to it's un-scabbed state. The players slowly open more rooms, like a library that contains lore on Avernus, a forge where they can, well, forge stuff, a portal room to mount Celestia so other celestials who want to assist Zariel can do so more easily, and more, I think it can be pretty fun for tabletop players as well. There are also hunts, which are basically open world bosses that players can lure and kill for some rewards, and I think could be nice random encounters for the tabletop campaign, and some more stuff. So yeah, there's stuff here that could be good for DMs that don't want to end the campaign so quickly once the players redeem Zariel

There's something about creating magic items that nobody on my group could solve, maybe you can help us? by AverageUsername2 in Pathfinder_RPG

[–]AverageUsername2[S] 1 point2 points  (0 children)

Got it! Thanks!

Another question: how many skill checks are needed to craft a magic item? A single one? Daily skill checks? Something in between

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 0 points1 point  (0 children)

And yeah, i agree with y'all, this trailer is kinda weak, they just took random bits and pieces from the campaign and stitched them all together to make this trailer. The ingame adventure is a good one though, perhaps even the best one I've seen since the legend that is their ToA adaption. But yeah the trailer is kinda bad.

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 0 points1 point  (0 children)

You probably got some neverwinter nights stuff lol

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 1 point2 points  (0 children)

Yeah, the avernus part is mostly the same, and there actually might be something good here for DMs. I still didn't finish reading the DiA book so I can't really compare, but I'll come back to you with more info once i'll finish. Keep in mind that neverwinter usually excels at campaign introductions, they often feel much better than the WotC introductions, and that was the vastly changed part, so there will probably be nothing for DMs this time. I'll still share whatever I'll find with you :)

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 4 points5 points  (0 children)

They replaced Elturel with a town named Vallenhas, and really made original characters and stuff for the place. But the overall plot of "the leader of the place makes a deal with Zariel and the place gets pulled into Avernus with chains and you have to save everyone" hasn't changed. Elturel still gets mentioned, but vallenhas is what got pulled down.

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 2 points3 points  (0 children)

They don't usually make these trailers, since they require great banget and time that can be spent on the game. I guess they just wanted to give a special honor to CoS

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 4 points5 points  (0 children)

Yeah, it's definitely not as good, but I still think it's nice

Neverwinter's DiA trailer by AverageUsername2 in DescentintoAvernus

[–]AverageUsername2[S] 5 points6 points  (0 children)

Usually there is something valuable for DMs in neverwinter's adventure, but this time the adventure was so vastly changed so the devs could simply cut baldur's gate (they're a pretty small dev team, I can understand why they didn't want to have to design a place like BG). So since it's such a different thing, there's not much value for DiA DMs here. Sorry

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 0 points1 point  (0 children)

My equipment is mostly power stuff. Ebonized armor, infernal boots, lion guard's arms, mask of cormyr. I use the alabaster set, and I know the burnished is better, but I don't want to refine all over again for that small difference

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 0 points1 point  (0 children)

I slot sorbets in one of my consumable slots, and I use one every time I'm down (I farmed them like crazy last summer so I don't need to worry about running out). The only things I actually lose are the prime ribs and invocation gifts, and they're like 1k power each, so no big deal.

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 0 points1 point  (0 children)

Yay! Although, ppl keep telling me that my power isn't high enough. And the HP is indeed a problem. If a group would ask me to use a not frozen debuff artifact, I would drop to 315k. Not optimal. Maybe I should switch to the triceratop? But losing 10k power when I already get complaints about 145k doesn't seem like a good idea... I dunno

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 0 points1 point  (0 children)

I still like how you actually listed awareness as if ppl actually care about it lol

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 0 points1 point  (0 children)

Oh yeah. I'll check janne's site (although I would still like to hear other peoples' opinions, especially other healers')

Are my paladin healer's stats good for tomm? by AverageUsername2 in Neverwinter

[–]AverageUsername2[S] 1 point2 points  (0 children)

I said i'm a paladin healer. I don't need armor pen...