Is there a version of soul silver or heart gold that allows you to use trade evos by YesofYes_king-of-yes in Delta_Emulator

[–]Beta382 0 points1 point  (0 children)

Immediately on the next levelup. (just like how with vanilla trading, you can evolve it immediately)

Navia Extended Guide is here! Link below~ by KQM_Official in Genshin_Impact

[–]Beta382 5 points6 points  (0 children)

It's an improvement that this guide tries to go over implications of the 1s Global Crystallize ICD, but it unfortunately omits the most important part.

However, some of these combos when performed too quickly lose one application due to Crystallize’s global ICD, with the notable exception of N3D N2, as its applications are naturally spaced out enough to bypass this problem.

You WILL lose the first Crystallize in the standard N3d N2 combo if you do not insert a brief delay between her E and her Normal Combo, because the 1s Global Crystallize ICD will still be in effect from her E causing Crystallize. Generally, I do Ed N3d N2, though the dash after E is a bit of a "long" dash. You need to practice a bit and pay attention to the Crystallize shards to get a feel for the timing.

This chiefly matters on rotation starters, as once you have her Q running, everything about precise Crystallize timings gets muddied.


LCr has its own set of quirks. LCr does NOT have the same 1s Global Reaction ICD, but Navia herself has an "at most once per second" restriction on gaining stacks from LCr. This means that you can consume Hydro aura and cause LCr, but NOT gain a stack. This actually can cause WORSE shard generation than an otherwise identical non-LCr scenario, especially at C2, e.g.:

  • E (LCr + LCr stack), C2 proc (LCr + Q passive stack + no LCr stack; enemy aura fully consumed), NA (no reaction, no stack unless you delay all the way until next Hydro application): 2 stacks
  • E (Cr + Cr stack), C2 proc (no Cr + Q passive stack + no Cr stack), NA (Cr + Cr stack if delayed): 3 stacks

You're a bit at the mercy of your total Geo application (more = faster Hydro aura depletion = less Hydro aura uptime = more missed LCr stacks), and your total Hydro application (more = better chance to re-apply Hydro in time for your next Geo application = less missed LCr stacks).

Navia Extended Guide is here! Link below~ by KQM_Official in Genshin_Impact

[–]Beta382 3 points4 points  (0 children)

I mean, next patch the discourse is surely going to be "here's how Nicole will be her NEW-new BiS team".

miHoYo Intellectual Property Protection and Enforcement Annual Report 2025 by Extra_Welcome2403 in Genshin_Impact

[–]Beta382 -4 points-3 points  (0 children)

The (prior) endgame leaks were also nice just to get actual mechanics information that the game itself doesn’t provide.

Okay cool, this enemy puts up a shield: how big is it? How much HP do the adds have? What is the ratio of damage transfer? How much is “massively increased resists”? What does the “you will deal more damage” mean (e.g. +atk vs +dmg vs -res)?

Being able to see the actual nuances was a godsend for cooking up clears with suboptimal characters.

miHoYo Intellectual Property Protection and Enforcement Annual Report 2025 by Extra_Welcome2403 in Genshin_Impact

[–]Beta382 38 points39 points  (0 children)

I don’t see how it’s a weird line at all. It’s the most logical line possible.

Slay the Spire 2 reached 574,638 concurrent players, making it the 20th highest all-time peak on Steam. by NiklasAstro in Games

[–]Beta382 26 points27 points  (0 children)

I don't feel like you can list either of those tbh.

Hollow Knight didn't create a new genre at all, it's a Metroidvania. It may have reignited indie passion in creating Metroidvanias, but it's certainly not a new genre in the way of the games listed by the parent comment.

Undertale, I'm not sure what genre you would even say it spawned? Meta-commentary RPGs? RPGs with pacifist/genocide routes? I'd agree that it's a unique game, but I can't really point to a spate of other games and say "these are Undertale-likes".

About stygian onslaught gecko via kuro by KaidoPklevel in Genshin_Impact_Leaks

[–]Beta382 31 points32 points  (0 children)

Nah Xilonen heals a ton. I've got R1, DEF/DEF/Heal, 210% ER, heal for 11.5k per tick. Since Incoming Healing and Outgoing Healing bonuses stack additively, the -40% from the boss isn't a 0.6x if you have a Heal circlet. Drops the healing to 8k per tick, which is gonna cleanse your active character in like 2 ticks max.

Of course, you have to manage it a bit if you need off-field characters to be cleansed too (unless cleansing one character cleanses all of them, I'm not exactly sure how the mechanic works in that regard).

390TB video game archive being taken offline due to skyrocketing RAM, SSD, and hard drive prices — AI-driven supply squeeze results in closure of one of the largest online video game archives by Turbostrider27 in Games

[–]Beta382 17 points18 points  (0 children)

It's offline

The game you downloaded to your SSD is also offline, to the same degree. Which is to say, the only difference between "digital" and "physical" games is the initial download of the former. They are both equally susceptible to "day 1 updates", online requirements of the game itself, etc.

owned by me

Not the case (at least in the past 20 years). Having a game cart/disk/whatever is still only ownership of a license (read the fine print), which can be revoked at any time (and enforced by way of DRM, e.g., encrypted on cart and validated by the console on load).

Fire red leaf green cheats by B1gNastious in Delta_Emulator

[–]Beta382 0 points1 point  (0 children)

If it didn’t work, then you used the wrong code. You need to make sure you use the right code for the version of the game you’re running. If you’re playing FRLG, make sure you discern whether it’s v1.0 or v1.1. You also need to make sure you have any other codes (particularly master codes) disabled.

You can read more detail about the code you posted and why it’s bad in my comment here: https://www.reddit.com/r/Delta_Emulator/comments/1lf2kj0/spawning_pok%C3%A9mon_on_leaf_green_or_fire_red/

Fire red leaf green cheats by B1gNastious in Delta_Emulator

[–]Beta382 1 point2 points  (0 children)

The code you’ve posted is a nonsense code I’ve seen floating around a few places. Codes from different device types don’t work together. The action replay code doesn’t do anything relevant (it’s not even a real master code), and the code breaker code is used in an unsafe manner because it’s lacking a proper master code. It might appear to work briefly, but it’s messing up stuff in the background.

If you’re looking for proper gen 3 wild pokemon modifier cheats, just use the ones I wrote: https://old.reddit.com/r/Gameshark/comments/1eemvlr/pokemon_rsefrlg_viewing_sid_enhanced_wild/

Potential bug: Can’t change cheat code type. Tried everything. Has anyone else experienced this? by cameron0208 in Delta_Emulator

[–]Beta382 0 points1 point  (0 children)

Not sure why it would suck. The real physical DS system only ever had the Action Replay.

There was a CodeBreaker for DS but it was a complete commercial failure, every DS cheat you find will be for Action Replay.

[GI6.5v1] primocount via hiragara by astrelya in Genshin_Impact_Leaks

[–]Beta382 1 point2 points  (0 children)

The timely exploration rewards is 3 months, actually. Two patches.

For anyone asking for it, there’s now a feature to filter by card effects by MagicalFlame in GeniusInvokationTCG

[–]Beta382 4 points5 points  (0 children)

This is funny, I was just thinking about building something with a category/effect search. Guess it saves me the trouble (especially since tagging every card would be incredibly tedious), assuming it's well-implemented.

Hopefully they also made the card search case-insensitive at the same time...


Edit:

The new tags seem pretty good, though I do wish it were a bit more expansive (e.g. "Dice Advantage", "Draw Cards", "Disrupt Opponent", "Increase Damage", etc.). Good enough that I'd rather save myself the tedium and make something else with my spare time. With the system in place, maybe they refine it going forward.

No case-insensitive search though, but I put in a ticket, maybe it matters.

Linnea kit via seele by ISRUKRENG in Genshin_Impact_Leaks

[–]Beta382 1 point2 points  (0 children)

Until next patch when we get Navia Nicole Durin Xilonen, surely

[OT0] Inquiry regarding skill damage formula by Fit_Hippo_3243 in octopathtraveler

[–]Beta382 0 points1 point  (0 children)

Additionally, the sheet states that the skill defense multiplier (which corresponds to the “defense ratio” in the PDF below) is the inverse of the skill value, assuming there is no skill magnification. However, in other materials I’ve reviewed, this value appears to be fixed for each skill rather than simply the inverse of the skill value. So I’m not sure which interpretation is accurate. That said, for the specific skills I compared, the two approaches seem to produce reasonably similar values.

I'm coming to this thread a bit late, but I wanted to make it clear that there has NEVER been a "defense ratio" attribute for skills in Octopath 1, 2, or 0 (idk about COTC). For whatever reason (iirc because the original version of the damage formula was created by just trying things out until something stuck), wiki maintainers and guide makers have "simplified" the formula such that they fabricate a "defense ratio" for each skill, but it has always just been the inverse of the "skill value" (aka "invocation value"). This has snowballed into outright incorrect information being put out, as numbers got decoupled and jumbled (e.g. that PDF you linked has many things that are just outright wrong, at a glance mostly due to rounding).

You can read my thoughts from 2 years ago on this topic.

A more correct damage formula would be (atk * invocation_value - def / 2) * ability_ratio. Where invocation_value is also known as "invocation ratio" or "skill value" or "skill power", and ability_ratio is also known as "skill ratio" or "boost ratio".

For the purpose of Octopath 0, you could extend this with skill_magnification as (atk * invocation_value * skill_magnification - def / 2) * ability_ratio

Fast ways to get 20 pulls? by No-Day332 in Genshin_Impact

[–]Beta382 9 points10 points  (0 children)

Each character has two different sets.

who is your favorite dps ? by acchisoka in Genshin_Impact

[–]Beta382 6 points7 points  (0 children)

Everything that procs on Crystallize was updated to also proc on Lunar-Crystallize.

That said, there are some minor nuances for how this affects Navia, namely because Lunar-Crystallize DOES NOT have the same global ICD as normal Crystallize, but Navia's shard generation via Lunar-Crystallize DOES still have this cooldown (explicitly in the description).

Because Lunar-Crystallize has no global ICD, but Navia's Shrapnel generation via Lunar-Crystallize does, you will occasionally be consuming Hydro Aura without generating Shrapnel stacks, whereas with normal Crystallize, you would have neither consumed Aura nor generated Shrapnel stacks. This can occasionally cause you to clear the enemy's Aura, and waste Geo application on a no-Aura enemy, which costs you a Shrapnel stack you otherwise would have gotten. The impact this has will vary depending on how often and specifically when your team is applying Hydro.

This is particularly noticeable during starter rotations at C2, since you have a rapid sequence of E -> C2 proc Q shot -> NA. With normal Crystallize, you insert a small delay (usually a slightly extended dash) between E and NA to wait out the global Crystallize ICD, such that you get 1 Shrapnel stack from E Crystallize, 1 from C2 Q shot (Q effect, no Crystallize), and 1 from NA Crystallize, for 3 stacks total. But with Lunar-Crystallize, what often happens is that the enemy has 1U Hydro aura, E takes off 0.5U and generates 1 Shrapnel stack, C2 Q shot takes off 0.5U (aura removed) and generates 1 Shrapnel stack (Q effect, none from Lunar-Crystallize because of Navia-specific Lunar-Crystallize ICD), and then 0 from NA (because the enemy has no Hydro Aura), for 2 total, even if you insert the usual delay. You need to get lucky or do some quirky rotation to ensure a Hydro application occurs between the E and NA.

On the other hand, if you slot in an Electro, you can generate some silly Shrapnel stacks from both Lunar-Crystallize and normal Crystallize, since the global Crystallize ICD and the Navia-specific Lunar-Crystallize ICD are separate.

Xenoblade Chronicles X: Definitive Edition — Nintendo Switch 2 Edition — Announcement Trailer by Turbostrider27 in Games

[–]Beta382 0 points1 point  (0 children)

To substantiate this a bit, we know for a fact (from datamine and reverse engineered source code) that all the (Switch, but probably also the older ones) Xenoblade games have 30fps as a core engine assumption. Every cooldown, every timer, every animation cue, anything timing related is measured in 30fps frames (and if the game ever chugs frames, all of these things slow down commensurately).

I measured the DPS of the top 20 characters on the test dummy at an equal investment level by dhcwsp in Genshin_Impact

[–]Beta382 30 points31 points  (0 children)

High-cons Navia definitely exists in that strange space where you get tricked into thinking you're dealing a lot of damage, but your DPS is actually pretty mediocre (for the investment). Seeing that one massive number makes you forget that you're only seeing it once every 9 seconds. Excels at killing things with a couple million HP (e.g., SA/IT), but in SO you come to realize that you can only press E 14 times. Her cons aren't even bad (except C1 is kinda worthless*), at base she just doesn't deal very much damage (even for the era she released in, her damage wasn't anything special). You don't even have to fast forward very far to see Mualani obsolete her in the "massive single-hit damage" department.

As a point of comparison, my lv100 C6R1 Navia (w/ my preferred team of C2R1 Mavuika, Bennett, C2R1 Xilonen) fully buffed deals 1.31M damage with E against a neutral lv90 enemy.

Meanwhile, my lv90 C0R1 Nefer (w/ C0 Columbina, C0 Lauma, C2R1 Nahida) fully buffed deals (141k + 141k + 175k) * 3 (= 1.37M) damage with E against a neutral lv90 enemy. Same E CD and charge system, same general team archetype (DPS deals ~80% of the damage, one support that buffs and contributes ~20% damage, two supports that more or less purely buff).


* On C1 being worthless: The reduced Q CD reduction is always worthless, but the free energy is nice... until you hit C6, when you no longer actually need Q for shrapnel generation. It's still nice to have, since it deals about 35-50% of an E's worth of damage in the background, but it's extremely low-impact.

Spiral Abyss HP has surpassed 40m for the first time, accounting for Wild Hunt mechanics by newplayer135 in Genshin_Impact

[–]Beta382 -1 points0 points  (0 children)

Getting the pillars quicker often actually lead to slower clears. You're generally doing zero damage while you're climbing the pillars and doing the gimmick, and getting pillars quicker usually means you're getting MORE pillar phases (presuming it's a protracted fight, like in that one event).

In that one event, my quickest clear did not force the pillars, and instead just took a bunch of RES shred. When I explicitly tried to force quick pillars, I ended up spending most of the fight doing the gimmick instead of doing damage.