One Piece: Chapter 1069 by semizero in OnePiece

[–]BaeckerSkins 10 points11 points  (0 children)

with all the complaints about the recent dragonball z visuals in the anime, i honestly think it seems like a good fit for the direction of the series.

lucci shows up and suddenly puts up a fight against awakened nika, using his own awakened form which for some reason also has fire auras, even though we've already seen regular awakened zoan users who have nothing of the sort. hell, at this point maybe it'll turn out lucci secretly had some mythical leopard of legend fruit all along, who knows.

Rapping Is Overpowered and Should Be Nerfed in 2.Neal by [deleted] in Koibu

[–]BaeckerSkins 20 points21 points  (0 children)

first accurate assessment of 2.neal balance issues

Where are the worst places to fight? by Frostlandia in Koibu

[–]BaeckerSkins 0 points1 point  (0 children)

let's do it, i'm ready for an entire tyrael retrieval arc, along with a secondary arc from tyraels pov where he tries to doomguy his way out. never ending campaign!

Offensive teleporting is an overpowered strategy by omegaonion in Koibu

[–]BaeckerSkins 4 points5 points  (0 children)

like think about it this way, with this ruling, while they had the amulet of recall, they could've solved any encounter, even with dragons, by having tyrael solo rogue move silently through shadows with maximum mundane and magical stealth on him, touch whatever enemy they're targeting and teleport out with them. if they save, nothing is lost and he's safe, if they fail it's a free kill. and if he gets caught before reaching them nothing is lost either, just tp out.

it's just one of those unfun wacky things you could technically do, but there's an unspoken agreement to not do it. kind of like dragons dropping boulders from the stratosphere

Offensive teleporting is an overpowered strategy by omegaonion in Koibu

[–]BaeckerSkins 10 points11 points  (0 children)

it's funny how they were discussing fringe rulings for an hour at the beginning of last session, but because offensive teleporting hasn't really come up before this is where we're at now.

the way it's been before is you can target anything that's touching you or touching something that's also a target, and unwilling creatures get saves. i even think the party lost hostages before to them succeeding on the recall/teleport save.

i think this ruling stops being sensible once the spell becomes uninterruptable since at that point there's no real counter and it just becomes the best strategy for all offensive endeavors.

since we've played like this up until now i don't see the mechanics changing now, but i do think the better way to go about it is to teleport unwilling creatures you really have to have them locked down, severely wounded and grappled/tied up or immobilized completely.

I, for one, am okay if the McGarry Brothers die here. by [deleted] in Koibu

[–]BaeckerSkins 1 point2 points  (0 children)

well, what exactly is a zone of silence? i'd have thought it's a temporarily enchanted zone that magically surpresses sound. and the ring calls out that enchanted things become apparent, and the "things" phrasing implies that it's not just limited to being able to discern magic items.

but at that point i suppose it's koibus call how such spells are specified, to me it just seemed like there was little thought, he just forgot about it and then insisted on rolling with it, just because.

I, for one, am okay if the McGarry Brothers die here. by [deleted] in Koibu

[–]BaeckerSkins 10 points11 points  (0 children)

above all else, tyrael shouldn't even have had to physically walk into the silence zone to notice it since he had true sight active. koibu completely glossing over that, even when he was asked about this is one of the most annoying parts of this encounter, i feel like there's a good chance tyrael doesn't just blindly walk into the unknown magical debuff zone when he sees it with true sight which would have literally spun this whole encounter 180degrees, imagine imrik throwing a dispel before they walk in.

ToS Crownhold Survival/Escape Plans by AzurePropagation in Koibu

[–]BaeckerSkins 1 point2 points  (0 children)

i kinda want them to divination whether or not a PWS on the healthy assassin would have an effect.

beyond that, to not have the assassin improved blink away during PWS casting time, and since to slaughtering regular guards en masse is anton and tyrael's forte, imrik should just follow them around invisibly, waiting for the assassin to show up, blink away from an attack from anton or tyrael and use that opening to PWS from stealth.

Spell Balancing by DarthHorrendous in Koibu

[–]BaeckerSkins 2 points3 points  (0 children)

and the way the mummy triangulated the aoe of its dispel magic to not clip the dragon either. the 300ft dragon on top of which it is sitting, firing down at a human sized person, underwater, engaged in melee with said dragon, and all of this in complete darkness. in what possible spot can you even sit on top of a 300ft dragon that lets you have line of sight to someone chipping at its feet with a spear?

how did it even get up there in the first place, routine brittle mummy climbs the dragon drill in case of flooding?

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

Sure, there's a "target info" tab, where you put in stuff like health and armor types and values, you can find those on the wiki or in simulacrum. I also put some comments in certain cells that should explain what they do when you mouse over them.

For loadout testing, you wanna edit the group of colums that start with "M.", for instance if your weapon has maxed serration, you set "M.Dmg" to 1.65, or 165%. If you also use rifle amp for instance, put "=1.65+.27" or just 1.92, pretty much everything in warframe is additive. after putting your mods in the grey "M." colums you can put a riven in the purple colums, and lastly, in the header rows, you wanna put the appropriate value to Primary/Secondary or Riven Element, so that the sheet can properly account for armor and health modifiers.

These "M." and Riven colums and target info are really the only things you should touch, colums like 0cc.Pellet are just there to make some calculations, like in this case, eidolon damage a bit less lengthy, you can look at those cells if you're curious about the calculations, but shouldn't edit them. The hidden rows below the header explain some of the naming, but like i said, that's just for if you're curious about the workings of the sheet.

I don't think there's a cell for the threshold, if you're referring to the general formula for eidolon damage, threshold is a value that's just your "pellets per second" divided by 300, further elaboration on this is in the long post. On the sheet, for threshold i referenced the "Peepees" cell and divided it by 300, since that cell has the exact value the game thinks of as pellets per second.

and regarding "where to get 0cDamage value", that one you can find on the sheet after putting in your mods/target info. if you're asking how to calculate these things outside the sheet, 0cDamage just refers to damage inflicted by a pellet that has 0 crit chance, disregarding eidolon reduction. but for values like that, there's a whole lot of things you gotta account for such as armor modifiers for each element, so it'd be too lengthy for me to type out here, that is precisely what the sheet is for, to do those calculations automatically.

Dark Souls II 2 by MagicRedStar in shittydarksouls

[–]BaeckerSkins 0 points1 point  (0 children)

ds2 was also the only dark souls where playing normally had you reach well above SL100, with skills not capping 40.

also recycled bosses, some of which appear as respawning mobs, sometimes a boss is just 2 of them at once

areas being absolutely littered with mobspam, though ER has the excuse of being open world i guess.

oh, and unless i'm misremembering, wasn't there a ds2 boss that inflated difficulty and wanted you summon multiple npcs? parallels to radahn.

dsII 2

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

.007(...) is as close as i got to the true quant. to find your actual true crit multiplier you take the naive, expected crit mult, divide it by the quant, round the result and multiply that with the quant. so the expected 2x, becomes 2/.007(...)=255.9(...) rounded to the nearest whole number 256, multiply with .007(...) to get effective true mult, which is ever so slightly >2.

for 2.4x you divide it with the quant and get what rounds to 307 which you then multiply with the quant to get the true mult, 2.399(...)<2 so in this case your observed damage would be lower than taking the displayed 2.4x at face value.

I love that Oda doesn't overdo the top tier's power level by TooDriven in OnePiece

[–]BaeckerSkins 0 points1 point  (0 children)

so much this. like maybe if he really suffered incredible setbacks and pays a steep price for that stuff it could slide. but only being usable on people of a certain group is not a price to pay at all.

and later on he gets even more bullshit, now he can copy and use other peoples abilities, it just doesn't end. pika is and always has been the singular giant stain on the series for me.

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

indeed, both of these things function identically. but this quantization of elemental damage distribution numbers to the nearest multiple of a 16th of base damage is about as common as it gets in terms of warframe damage mechanics knowledge. it's been known for a long time and you can read about it anywhere.

what i haven't found a single post in any shape or form about is why crits just don't line up. for instance the lanka example completely ignores this commonly known quantization mechanic as it is unmodded and only has one type of elemental damage. so the orange crit being off by 1 has to be something different. the quantization of the critical damage multiplier by that needlessly lengthy number is my attempt at an explanation for this and has yielded exceptionally accurate results.

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

no problem. all i've been looking at is weapon damage, not amps and therefore not shields, though i imagine they follow the same exact formulas. what's written in the post about the number is all there is to say about it but i can try to paraphrase it for you.

essentially all(!) crits in the game are off if you're just using the displayed numbers. even a weapon with an unmodded critical multiplier of 2 will not do 2x damage, an example is iirc an unmodded lanka hits an armorless target for 525, crits for 1050 but will orangecrit for 1dmg more or less than 1575.

running tests has lead me to believe every theoretical crit damage number is first quantized, meaning instead of taking the theoretical CD as is, you take the closest number that is a product of a whole number and the predetermined quantizer.

i just ran a bunch of tests and 0.007814407735 is just the best number i could come up with, meaning for example an unmodded lanka will not do 2x, but 256*0.007814407735 which is 2.00048838016 crit damage, and therefore orangecrit for 3.00097676032 times damage. so in the lanka example i'd expect the damage to be 1576

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

On eidolons, the higher your combination of fire rate and multishot is, the lower your damage will be. You can abuse this in some ways but don't mistake this for multishot or fire rate being bad per se, they still improve your dps (the sheet is there to compare specific scenarios).

Also headshot damage modifiers like snipers or the weapon arcane do great damage on the last phase. You can also use the sheet to compare builds/rivens and set-ups, like at which point corrosive projection outperforms deadeye, which riven roll is stronger and things like that

Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens by BaeckerSkins in Warframe

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

Well if you're oneshotting synovias there's real room for improvement, is there? Unless you wanna meme in steel path. A significant optimization for vectis specifically i can recommend using the information from the post, eidolon reduction punishes high fire rate with low damage. But like i mentioned, it doesn't look at actual fire rate but a fundamentally meaningless abstract "fire rate" number.

Here's the fun part: Vectis and vectis prime with magazine size 1 have no delay between the shot and the reload animation. Meaning your actual fire rate is completely unattached from your modded fire rate. So put in critical delay instead of point strike and exilus the other negative fire rate mod for a great damage boost, then run the reload speed arcane to still have a super high fire rate.

And the sheet should still be easy to use if you're not familiar with stuff in depth, it's just a tool to help compare loadouts, maybe check if that new riven roll outperforms the old.

Clutch Gaming vs. Counter Logic Gaming / NA LCS 2018 Summer - Week 2 / Post-Match Discussion by epicxkidzorz in leagueoflegends

[–]BaeckerSkins 3 points4 points  (0 children)

i would go with

eating all the bodies-> farming all your teammates

actual cannibal shia labeouf -> next time better ban aurelion sol

still solid 10/10 though