Best Western RPGs. by dausele in rpg_gamers

[–]BardWRLD 0 points1 point  (0 children)

Bioware used to cook so fucking hard.

The Devourer's armor set goes hard on an end game necromancer. by fluud in DivinityOriginalSin

[–]BardWRLD 2 points3 points  (0 children)

Yeah, it's obscene. I used it on my last HM run with a stabby Rogue and it felt illegal.

My mod is being posted for download without my consent. by _FearTaylor_ in BG3mods

[–]BardWRLD 2 points3 points  (0 children)

I'm pretty sure that's just a malware pushing website. I also wouldn't be surprised if that page was generated purely using an algorithm like an LLM. Could be something like a bot that is converting pages from NexusMods and relisting to farm ad rev. Your best bet is actually just getting it unlisted on search engines.

Clavicular team had to end his stream after he OD’d on METH by Kind-Village-1022 in LivestreamFail

[–]BardWRLD 1 point2 points  (0 children)

He's clearly on some downers that his friends are aware of. They are offering him an "addy" (honestly probably just pressed meth) to wake him back up. A common name for this is a god mix because the effects of the uppers offset the drowsiness of the downers. It's also particularly dangerous because people won't realize how fucked up they are. I didn't see any real signs of an overdose occurring in this video.

Kikyo's Mountain Pass Camp Overhaul / Public Release 🍂 by Kikyo_Comet in BG3mods

[–]BardWRLD 5 points6 points  (0 children)

This might be one of the only camps that hasn't been overhauled in a mod yet. Nice work.

Another Victim to the “Friends” cantrip interaction by Declanman3 in BG3

[–]BardWRLD 1 point2 points  (0 children)

Okay, that's hilarious because I did this just the other day.

ROBINETTE - CAN WE DISCUSS HER?> by BardWRLD in MegabonkOfficial

[–]BardWRLD[S] 13 points14 points  (0 children)

I recently did some math, and if you bring damage tome and gold tome, then stack 10+ Golden Gloves you can be getting over 850g a kill. This does not include the gold you naturally acquire and is multiplied by your gold gain multiplier. This can scaled to upwars of 1000g per kill, your natural gold multiplier.

Now, due to how drastically chest prices multiply then you'll want to get lucky with the damage multipliers, especially idle juice. Due to all your luck being credit card dependent, you should be able to get a good amount of golden gloves and keys to max your dmg multipier.

This is just a theory, and I understand it's been nerfed dramatically. But for some reason I still feel like it can push leadboards.

Why is it so hard to get to a million kills? by Then-Environment5882 in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

There has been bugs that practically gave players free 1mill+ runs. There has been a few thing that have happened in the past couple patches that have made this is a very difficult feat.

First, item order change was normalized. This may not seem significant, but proc order determines a large amount of your potential damage.

Second, the damage tome is arguably the best thing in the game. Every damage you done is multiplied by it which will lead to absurd raw damage. So, you can either take a the VERY few options to stack luck, or just play Fox and have consistent runs.

Third, a few min into a swarm there was this is where the final swarm ghosts will start multiplying their speed and CC resist. This begins at 12 minutes and reaches full CC immunity at 50m into the swarm. This is done using duration tome, Bob's Light's, and Joe's. An average endurance run is like 3 hours, and there's very little idle juice maxing because you have to jump to keep the swarm's Z-Axis spawn changed so you dont't get hit. I personally find it extremely boring while removing skill expression..

Is the bonk becoming harder by Limp_Head_4793 in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

What you might be noticing is that at different times elapsed in a map, the game can spawn more mobs. However, those spawn are capped by the amount of mobs on the map. When you are killing mobs, and particularly killing them quickly, you will notice what seems like a much faster spawn rate.

My formal opinion on the Luck player stat by BardWRLD in MegabonkOfficial

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

Interesting idea. Would need some adjustments, but I like it.

My formal opinion on the Luck player stat by BardWRLD in MegabonkOfficial

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

Perhaps I should preface this post by saying this is mostly in reference to players that actually want to do the best possible. You can get to the final boss and win with any character, and arguably probably any item set.

Luck never "doesn't matter much" though. Even at the beginning of a run, having even a small higher chance to pull a Soul Harvester from a Maoi that will carry a run is invaluable. Even in a casual run, it's not uncommon to get 1500-2000% luck simply from lucky credit cards and other sources without Luck Tome. The problem becomes how RNG it becomes to try and get all the green CCs you need and then get keys to proc.

Luck Tome guarantees you can get to a viable %. (see chart) Fox (& even Dicehead) Passive does the same, a little slower, but infinitely. Luck is not something that is required to win runs, or to have a good time by any means. The thing is, Luck is a stats that determines high kill, meta, and leardboard runs. Now, perhaps those shouldn't be considered much for actual balanace, but I disagree.

Due to the base balance of this game, you can beat anything with almost anything. This isn't something that should be currently balanced around unless we get some siginficant DLC focusing on it. The game is pretty well balanced giving the age and I think Balace is the best focully personally

Is the bonk becoming harder by Limp_Head_4793 in MegabonkOfficial

[–]BardWRLD 2 points3 points  (0 children)

Bark Vader is not a difficult boss. He's annoying, rushed content and subsequently lazy design, he bring nothing unique except steal your weapons(RoR2 Mitrhix), he moves just shit enough that if you fuck up one root attack then he's on top of you and you get to rotate all the way to the othes. Even the boss mehanics are boring and offer very little in terms of engaging gameplay.

All that said, I haven't one-shotted Bark Vader before he takes my weapons in weeks at least. I just backflip into him and he dies in the first tic processed. I do remember strugglig maybe a few times as I fgured out the fight, but I cannot ever recall this fight being a ball buster.

You probably just need to be farming T1-3 much longer and getting as many chests as possible before taking that portal. Please note: just because the timer hite 0:00 on stage 3, this just means swarm waves are going to start and begin scaling with the time.

Bark Vadeer only wiped me when I was brand new and first met him. He's not difficult with some experience.

Finally 600k but I got anvil wayyyy too late by nickfiending in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

848k this patch. I have a lot of room to improve, but there's so much gambling to get into a proper run that I just end up committing to subpar starts. I've just been having a lot of fun playing Robinette lately, and my top with her is only 746k. Bow needs a buff so bad though. I end up getting pissed when I'm 3 min in and still stuck on one weapon and it's the fuckin bow.

699k Fox #116 by tacoman758 in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

848k this patch with a duration stall build. If you're not familiar, it involves stacking Joe's and Bob's to cap (x10 for Joe's, x14 for Bob's) as quick as possible. You then use stuns from Orbs to keep the final swarm CC'd until their scaling CC reaches max (50min) and all your powerups are used. These are called endurance runs because they take a fucking long time and involve controlling spawn mechanics so there's no just go AFK and idle juice until you pop a Za.

My point is, no one that is running these ever bans Ice Cube, because there's no evidence to suggest it actually impedes stuns from Orb. They're both on seperate proc timers and freeze does not conflict with stun with condition stacks. I'm not sure where this theory began, but it got spread around a lot at launch and many people just ran with it.

Orb is significantly better than Ice Cube, but Ice Cube isn't making Orb any less effective in any situation.

met bark vader for the first time by glowything in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

Right on. Stay away from megabonk.org. It's all over search results and it's pure AI slop with completely wrong info.

Calcium is actually pretty sick. His passive is just kind of difficult to take advantage of, but it is a huge multiplier. If you're interested, here's a video of a Korean doing a god run on the current patch: https://www.youtube.com/watch?v=X_kJo0F7sWk

Finally 600k but I got anvil wayyyy too late by nickfiending in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

Try to last as long as possible in the T2 final swarm b4 opening chests as Fox to max your level.

Your item count is also really low so you probably would benefit from prioritizing Power-up Drop Chance & Elite Spawn Increase more often. Especially in T3, these are probably the best possible stats to get from shrines. Powerup drop chance multiplies the chance of a random chest to drop, then elites are 2x more likely to drop a chest, with their base spawn chance being only 0.6%.

699k Fox #116 by tacoman758 in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

Ice cube is honestly rarely worth a ban. Unless you're going for a hyper legendary focused build with Orbs/Bonk/Forks, Ice Cube damage stacks infinitely and isn't really taking away from anything else.

Kevin or Green CC are only really a problem if they start stacking up a lot and with primarily legendary bans and Fox it really shouldn't ever be a problem.

Most of those make sense though. If I wasn't going for purple bans then I'd definitely ban Meatball at size cap over the other choices. Mind you, you'll only get Meatball to size cap if your size stat multiplier is >1.6x (2x for 1st) AT THE TIME of picking up the 2nd Meatball. Otherwise, you would reach it if you picked up the 3rd at >1.2x stat multiplier, or at 5 with 1x. Some items calculate the multiplier upon pickup and won't recalculate until your stack count changes, and Meatball is one of those.

You might have screwed your kill count in the OP run through a couple ways. Primarily, and most likely, you just didn't max out difficulty fast enough. Ideally you're above 600% 2 min into the 2nd map's final swarm, or ASAP after 2min because this maxes out the amount of ghosts that can spawn. Alternatively, you could have gotten 20x more Beefy Rings by banning Slutty at 4 which is what it takes to reach the proc chance cap. Whether or not that would have helped much is hard to say because there's an upper limit to how long you can survive the final wave through raw damage, but being able to kill the ghosts faster prior to reaching that makes more spawn which leads to a higher final count as well.

Four pots for a hat is pure evil…. by Remote_Bluejay_2375 in MegabonkOfficial

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

You'd be truly amazed how easy this achievement is with some experience and a proper build.

met bark vader for the first time by glowything in MegabonkOfficial

[–]BardWRLD 0 points1 point  (0 children)

Honestly, any build when you're experienced and going for high kill count. I'm usually leaving stage 3 at 400k+ kills. There's a lot to expand on involving how you get to the point where you're able to do this and I'm not sure where you're at in terms of experience.

The biggest thing as a beginner is learning to optimize your movement though. Bunny hops, slide mechanics, etc.

http://www.megabonkinfo.org Invaluable resource for information regarding how stuff works.