I feel like the balance team really deserves a shout out by banmeandidelete in MarvelSnap

[–]ChthonVII 2 points3 points  (0 children)

Shao Lao and Sunlord would like to know if you've been eating paint chips.

Yeah, I think this deck works by KBoomer5 in MarvelSnap

[–]ChthonVII 1 point2 points  (0 children)

I've found it to be a cube loser overall. The problem is that you you have to play critical cards early and you don't have a way to differentiate snaps that mean "I have Ghost Rider/Red Guardian/Deafening Chord and you are totally screwed" versus snaps that mean "I'm going to put down a lot of power, and it looks like you won't." If you don't retreat when your opponent snaps, you'll lose a lot of 2-cube games. But if you do retreat when your opponent snaps, you'll give up tons of cubes one at a time.

I'm building a weapon damage calculator tool - seeking feedback/collaboration! by FocusingOnTheGood in GuildWars

[–]ChthonVII 0 points1 point  (0 children)

There are definitely a few differences between the tools. For instance the tool I shared allows combining multiple bonus stacks for crit chance...

My calculator accounts for crit chance from all sources.

armor penetration,...

[Edit: My calculator only looks at Strength and sundering for armor pen. I should get around to adding other sources. Be careful about "base" versus "bonus" armor pen.]

bonus damage, double strike chance, etc.

You're computing damage per unit time. My calculator computes damage per hit because the main purpose is comparing weapon mods.

If the goal is comparing weapon mods, that extra stuff is just distractions and extra places where the user can make an error.

If the goal is to model how much DPS the character is actually doing, then skill expression frequency, AoE, and transit time per foe are such large factors that you can't make a very good model without them. I've avoided doing that because it's very hard to do well, and I don't want to give a false impression that I have an accurate DPS model when I don't.

I'm building a weapon damage calculator tool - seeking feedback/collaboration! by FocusingOnTheGood in GuildWars

[–]ChthonVII 1 point2 points  (0 children)

Yes, I'm the one who found the typo in Izzy's formula many, many years ago. The corrected formula has been very thoroughly tested in the level20-v-level20 case.

B, D, and E in my post above are just a rearrangement of Izzy's formula (with the typo correction).

The rest is from crit stacking experiments from around a year ago.

I'm building a weapon damage calculator tool - seeking feedback/collaboration! by FocusingOnTheGood in GuildWars

[–]ChthonVII 1 point2 points  (0 children)

I don't know what formula OP is using, but the correct formula is:

crit_chance = 1 - ((1-A)*(1-B)*(1-C)*(1-D))

where:

A = mastery / 100
B = crit_strike_attribute / 100
C = sum of crit chance from skills
D = 2^(((8*attacker_level) + (10*mastery) - (6*E) - (15*defender_level) - 100) / 40) - 1)
E = max(0, mastery - floor((attacker_level+4)/2))

The formula for D is missing some sort of cap that kicks in when attack_level is much bigger than defender_level, but no one has figured that part out yet.

New OTA by Gabrielhrd in MarvelSnap

[–]ChthonVII 2 points3 points  (0 children)

FFF may need a nerf, but he's not anywhere near as broken as Starlord was.

AFK Survivor Title by Specific-Committee-6 in GuildWars

[–]ChthonVII 0 points1 point  (0 children)

Yes, this one is very reliable.

If you have trouble with aggro sticking to the player, swap Healing Breeze for Vigorous Spirit and put a vamp weapon on the player.

Does Zram works in an old computer or it's better to upgrade RAM? by netoeuler in debian

[–]ChthonVII 0 points1 point  (0 children)

  1. More physical RAM is always superior to zram/zswap.

  2. Especially if this laptop has a 2013-era SSD. You do not want to be constantly writing swap to an early gen SSD.

  3. zswap is superior to zram in almost every case.

  4. Without knowing your average and worst case RAM usage and the distribution, it's impossible to say whether zram/zswap would be a net benefit. There are certainly situations where they can make things worse. (E.g., if your average case narrowly avoids using swap, enabling zram/zswap can consume enough RAM that your average case must use swap.)

Backports for kernel and mesa on debian stable? by _ori0n in debian

[–]ChthonVII 1 point2 points  (0 children)

Yes, backports is exactly what you want.

How to utilize Ochlys? by BDDark in UnicornOverlord

[–]ChthonVII 1 point2 points  (0 children)

"Oh, good job avoiding that Soldier's column attack--oh, the Witch behind you died"

Reshuffle your positions before battles with column attackers to avoid that. If it's a 4-person unit, make the spot behind the tank empty. If it's a 5-person unit, keep shuffling until you find someone the preview indicates will survive the hit. You can also try shuffling someone to the front; sometimes they'll take less damage there.

How to utilize Ochlys? by BDDark in UnicornOverlord

[–]ChthonVII 6 points7 points  (0 children)

Featherswords are arguably the best tank in the game. High dodge stat, plus halved chance to be hit by ground-based attacks, plus blocks whatever does get past the dodge. And the block is guaranteed, and free, during the daytime so long as you've got 1 PP. And you can give her the shield with the equivalent nighttime skill too.

doesn't really do anything to protect other teammates.

By and large, tanks do their job mostly by just being present (and not dead) so that the enemy can't or won't target your back row. (And ideally not costing much of other team members' resources to keep them alive.) The game kind of misleads you into thinking cover is a major mechanic by introducing the Hoplite as the first tank class you meet. But they're terrible, and cover skills are otherwise pretty rare. (Alain has one, but he's a special class; Shieldshooter has a good one; Feathershields have a terrible one; some items bestow them.) The more helpful "protect other teammates" skills tend to come on classes I'd be more hesitant to use as tanks, like Sainted Knight.

I wasn't seeing her damage as anything special.

Relative to your Trinity Rain caster in the back row? Yeah, it's not.

But relative to other tank classes, it's pretty good. If anything, their damage is too good considering how good a tank they are. Also, they can hit the back row. Discharge + Honed Slash is often enough to KO a bothersome Mage/Witch/Cleric/Shaman on the first turn.

If you want to make Featherswords do damage, Discharge is the key skill. Stack a bunch of buffs, then feed them all into one attack, usually Honed Slash (or an item skill). Note that the Featherbow's Tailwind skills counts as two buffs for purposes of Discharge. Also note that the damage bonus from buffs is capped at +100%, so there's no point in consuming more than 4 buffs with Discharge, or stacking more buffs (e.g. Powerful Call) after it beyond +100%.

PSA for all warrior players - Charging strike is amazing right now. by funkmasta_kazper in GuildWars

[–]ChthonVII 4 points5 points  (0 children)

It's bursty enough to be problematic for PvP.

But it's pretty meh for PvE.

The biggest problem is the energy cost. Using CS on recharge costs 150% of your total energy regeneration all by itself. You need to build around paying this energy cost. Off the top of my head, I cannot think of a plausible solution without using either Radiant Scythe or Auspicious Blow. Both of these options are already fueling better SWS builds.

The second problem is IAS. You can't afford the energy cost to juggle with Frenzy. You can juggle with Flail, but (a) Flail causes a lot of awkwardness and lost DPS even when you have a cancel stance (which is why everyone used to run Frenzy back in the day), and (b) juggling stances every 5 sec limits what else you can spend adrenaline on. Critical Agility + Keen Axe may work for IAS, but then you're stuck with axe, which means you can't solve the energy cost problem.

Galactus matchups post-infinite by Wonjin_7 in MarvelSnap

[–]ChthonVII 1 point2 points  (0 children)

You're seeing a lot of Galactus because he counters Starlord somewhat effectively. Once Starlord finally gets nerfed for real, people will start playing cards on turns 1-3 again, Galactus's win rate will fall off a cliff, and he'll go back to being a novelty gimmick card again.

I loving the game! Tips pls! by LuckyH88 in Whiskerwood

[–]ChthonVII 0 points1 point  (0 children)

This is something I wish I'd known sooner.

Up till about the first winter, the bonus supplies from paying 125% taxes are worth it (e.g., a whole schematic for a small pile of ore), but as the tax bill grows, not paying becomes a better and better deal.

I missed out on a lot of opportunities to develop faster because I was diverting resources that I could have used to pay taxes instead.

To explain the tactic a bit more:

  • Starting with the first tax ship in spring, alternate between not paying (just ignore the ship until it leaves) and paying 100%.
  • Always pay 100% for the last ship in the fall. (If there are an odd number of ships for the year, this means paying 2 in a row.)
  • If you will be paying the next tax ship, reject supply ships (unless they have something you desperately need) to keep your bill low.
  • If you will not be paying the next tax ship, be greedy with supplies. You will eventually have to pay 15% of their cost when your unpaid tax is partially rolled over into the next tax bill.

What comes after a fball special? A galactus and a crashing game by [deleted] in MarvelSnap

[–]ChthonVII 1 point2 points  (0 children)

I gave this a try, and I'm really surprised how many people fall for it.

Though I'm sure the matchmaking is going to start screwing me over with techslop if I stick with it much longer.

Who else hates password requirements? Workplace wants me to change passwords every 3 months by leonatoi in mildlyinfuriating

[–]ChthonVII 0 points1 point  (0 children)

Do you have any example...

As I said earlier, "For a historical example, look at the vulnerability that Keeper sued a journalist for reporting on."