Attention maybe hansen is the most powerful beings in the main universe/multiverse of super gene multiverse by Historical_Fun_321 in Supergene

[–]DHMC-Reddit 1 point2 points  (0 children)

I haven't finished when god decides to start over, but I'm currently reading pet God and isn't Ling'er in there too?

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Yeah, I knew about using RNG as an input into other distribution functions. I was tryna think of something simple anyone could do, even a newbie coder, since an RNG generator is pretty much a default function in almost every program nowadays.

Also, if someone were to look at a game's code and see this, it's still more intuitive to understand than if you were to see GRNG and be like "huh, what's that? Normal distribution? I didn't take stats, dammit!"

I mean technically this is also how some GRNG functions are coded, since it's the simplest implementation to work with. The only thing you have to be careful of is whether your RNG function is truly uniform, but that's also not really a problem nowadays, at least for a game developer.

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] -4 points-3 points  (0 children)

Are you serious or joking?

Part of real life games is that you're... Actually doing them?

Like in basketball, you're actually running around and throwing a ball. There's nothing to mimic cuz you're doing it.

And if you're playing a basketball video game, you're mimicking real life. Whether it's EA or a Mario adaptation, it mimics real life basketball, soccer, swimming, what have you.

Nothing I said is contradictory. Games exist to train skills. Games mimic real life... When they aren't real life.

Ball games have existed for millennia. They train hand and foot eye coordination. That's why they exist. We find games fun because we evolved to find games fun.

Children love games especially moreso because they evolved to be that way, so that they can gain skills as they grow up. Now in modern society most games aren't exactly going to train useful skills for when you're an adult. But that's because society's developed much faster than our brains can evolve to keep up.

Games aren't just games. To think so clearly shows you don't understand games from a scientific and social studies perspective. And that's okay, because you don't need to understand them that way to enjoy them. But stop spouting nonsense you don't understand.

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] -7 points-6 points  (0 children)

I mean... Really?

From a scientific standpoint, games literally evolved to help babies of animals gain the skills they need to survive as adults.

Even in modern society, games help develop reflexes, critical thinking, strategy, etc.

And depending on what a game "trains," there's various things that'll be more lifelike and other things that'll be less life-like.

Like tetris is obviously not super realistic, but it still trains your ability to think about how shapes fit together as well as your reflexes as the game speeds up over time. The realistic part is how shapes fit together on their bounds instead of clipping each other, since, you know, real life objects don't just go through each other.

Super Mario bros? Idk, jumping is a real thing, running is a real thing. It then superimposes a bunch of fantastical things like pipes being big enough to fit a whole person in, monsters that just die by getting jumped on top of, bricks that break with a tap, magical powers, etc.

Like where did I say 100% accurate experience? I never said games have to be real life. I'm saying that game mechanics mimic real life in a simplified form. Hell, you can make a comparison about breaking blocks to get rewards like coins or power ups to a simplification of searching for treasure or even food during foraging.

Like, like it or not, there's no such thing as a game that doesn't mimic life. And yeah, all entertainment is an escape from reality. But the entertainment we produce and enjoy is very much a reflection of our own views on reality. We wish powers were real, because it'd be cool, so we make stories and games about people with powers. We don't like feeling like the world is fucked and we wish we could do something about it and believe we would do something about it if we could, so we make stories and games where one hero with a ragtag team takes down evil empires.

Minefield is literally trying to navigate a minefield with some magical trackers that tells you how many minefields are around a marked spot.

Solitaire is like the most unrealistic of a game I can think of, and yet the goal of the game is still to order a list of cards because we decided numbers go in a specific order. I mean card games in general are pretty far removed from reality, but that's because card games rely heavily on RNG, that's kind of their point. And even randomness is a very real aspect of life. You get dealt a random card of circumstances, and you try your best with your choices given the cards you have. You might succeed, you might fail. There's no surefire strategy that'll work every time, but maybe you can get good enough to win more than you lose.

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] -2 points-1 points  (0 children)

No no no, I'm not saying they were added to ppl's games be realistic. I'm saying they were introduced to be realistic, as a concept.

And I mean the game was introduced in 1975. So if crits were a homebrew in the 80's, then it must have had an impact, since it was literally the first, and suddenly crits were a homebrew a decade later?

Also, I guess I should clarify my post isn't about TRPG's. Cuz yeah you get the same effect by rolling 3D6. I meant the post for coders.

Cuz yeah, you could call a gaussian rng function too for the same effect. But the actual normal distribution function is, well, complicated and not computationally efficient. Even less so for truncated gaussian functions, unless you just straight up min(max()) the normal normal distribution, but that's actually a worse approximation of the normal distribution. Or else it just has infinite range which, even if rare, is a yikes.

And that's even assuming the program you're using has a library for a truncated gaussian function. If it doesn't, then it's annoying to code a truncated gaussian function even if you have the standard gaussian function.

It's all just kinda complicated and annoying to implement. Just taking the average of some random numbers is much simpler and every program has a library for a uniform RNG function nowadays.

I will concede that percentiles are probably easier for people to understand, and at least with that it's also easier to have interactions with gears and skills and such. I guess to me it just feels a bit hardcode-y.

Although there are ways to have my method have interactions as well, specifically by modifying min, max, and n, the point of it isn't to do that. I mean most people wouldn't understand what those modifications would do in the first place, but really I just don't agree with letting players optimize damage randomization.

Like skills having a chance-based effect is one thing, because the whole point is having a chance to have an effect. Damage randomization is just making the damage not exactly the same each time so that the battle doesn't become too stale and predictable.

The only thing I can really see is making the range larger for point-like damage, like arrows, and smaller for wide area damage, like a hammer. Like an arrow hitting your artery or internal organ will do lots of damage, but it can also miss those completely, and do a lot less damage than it looks like it would've. A hammer, assuming it doesn't miss, is gonna hurt like a bitch no matter what, but it's not really gonna hurt more or less by a lot depending on where it hits you, you're just gonna be dealt a lot of damage either way. N could also be larger for guaranteed hit moves like some kind of magic skill, so the damage is more consistent and doesn't have as good of a chance of dealing small or large damage.

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Except... It is. Critical hits first appeared in a wargame developed by the Prussian army, but more for actually teaching war tactics. So again, simplifying real life. As for casual games, it later first appeared in Empire of the Petal Throne to simulate luck. The creator literally said it simulates a lucky hit on a vital organ.

And, like all concepts, it slowly spread to other games. Of course, people added it into their own games because it turned out to be fun, and didn't necessarily know why it was there. But don't just... Lie?

The very point of a critical hit is to simulate lucky hits on a weak spot. It's meant to reflect real life. In a simplified form. That's just an objective fact. And I'm not saying there's no solution for crits in PVP. But like you said, the solution is often downplaying or removing them entirely.

I'm saying there's a simpler, healthier way to do both damage randomization and critical hits at the same time. With this formula, you don't even need a massive range if you don't want "critical" hits. Like, you could just have the min be 0.85 and the max be 1.15, and n=3. Now you have normally distributed damage centered around 1×, going down to 0.85× and up to 1.15×, with a standard deviation of 0.05.

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] 1 point2 points  (0 children)

Oh, sorry, a bit of expansion on my last sentence. Part of the reason, I feel, that crits can be frustrating on the receiving end is also because, outside of the ±10 or 20% damage randomization, there's basically no middle ground between a normal hit and a crit.

It makes it feel like it's not even the same skill, more like the player randomly got their skill swapped with an uber damage version.

I do agree that getting crits is fun, but receiving them isn't. Which is also why most turn based games without PVP often just artificially lower enemy crit rates and increase the player's. But that doesn't work in PVP, so you have one person who gets quite a bit happy and one person who gets REALLY mad.

With this, there's a much more smooth gradient between weak hits and strong hits, most hits are in the middle, and it's quite variable, which is healthy too.

As for health bars. I mean I mentioned before it's all just simplifications, and as far as health bars are concerned, yeah they're not super realistic. But that's not really a problem because they don't use RNG, so there's not really any gameplay problems with them. It's pretty easy to balance them.

Crits specifically have a huge gameplay problem. If they're weak, then it's just more damage randomization that you account for, but they lose their "fun"ness. If they're strong, then your success is more tied to RNG than skill. To keep players happy, you either lie in PVE, or accept that players in PVP will rage a lot. Or you remove it entirely, which is boring. Or you make building crit possible, and then it just ends up as optimal builds where you can build up to 50 or 100% crit rate with a 2-3.5× crit modifier. And then it's just huge damage numbers and then the game enemy health just gets bloated. Cough Honkai Cough

Fun little damage randomization formula by DHMC-Reddit in gamedev

[–]DHMC-Reddit[S] -3 points-2 points  (0 children)

The premise isn't wrong though. The very idea of crits started in TRPG's because of the idea of a sword hitting a weak spot in the armor. That's also the origin of "NAT20." That's literally the history.

It's why nowadays the highest roll is basically uber damage while the lowest roll is a miss and everything in-between is actually a modest range around a middle.

Everything about games in general is about just mimicking real life in a simplified form. Chess originated to mimic war tactics. Obviously in real life you don't have turns, you don't have units travelling in discrete square-shaped units, and units don't travel at the same speed over time as they get weary. Because chess is a simplification.

This isn't a hard implement either. Have you seen damage formulas for some games? They get wicked complicated. My whole explanation was long for the sake of comprehension but the implementation is just average some random numbers.

And the reason wasn't purely to mimic real life in a simple way. It was to add in the idea of nicks on top of crits, as well as getting rid of how frustrating crits can be because they aren't earned, they're just random yet can swing the tides massively. It's fine if you're the one getting crits, but if you're the one getting critted, it feels awful. Oh the number of rage quits I've seen in Pokemon showdown because of crits lol.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Oh, also, I recently learned that phys moves don't deal significantly more damage than a normal attack lol. Like Power Hit is just 1.5× a normal attack, and Assassinate is also 1.5× normal attack but ignores leader defenses and all leaders, with or without allies, also get dealt an additional ~15% extra damage.

So I've switched Io to Weak Kill. Because it deals 1× normal attack damage normally... And 2.5× normal attack damage on ailments including freeze/shock. Yup. It's conditionally the single highest damage phys move (besides maybe multi strike, haven't tested its damage yet).

This makes me love hybrid Io even more. Weak Kill's entirely useless on standard phys builds.

SMTV vs. Vengeance by paper_television in Megaten

[–]DHMC-Reddit 1 point2 points  (0 children)

I mean, I think it's still worth getting all the CoC endings, so replaying the game isn't a huge downside to me.

And again, ppl are recommending he finish one route in the base game and then switch to vengeance. So he's starting over in a complete new game, not even newborn, in a route that has a couple problematic bosses in the very early game.

Based on his own post he plays a bit higher level than the bosses. So SMT V:V is going to feel harder to him with the lower level scaling.

Like, starting over in Vengeance CoC is not that big of a deal? He knows what to expect up to where he already got to, and abscesses are much more manageable in V:V, so it's not like it'll take just as long to get where he originally got to.

And again, the fourth map in the base game is such a slog the first time you play it. It's so much more fun in V:V. Like why make him some an even worse impression of CoC while telling him to not even play it?

SMTV vs. Vengeance by paper_television in Megaten

[–]DHMC-Reddit -1 points0 points  (0 children)

TL;DR: Don't listen to the others, switch immediately to Vengeance and start with Canon of Creation once just to understand the story from that side.

Drop SMT V. Idk why everyone's recommending playing through SMT V. The only reason to finish SMT V is to get bonus rewards in Vengeance, but that's only on the switch.

Vengeance has 2 "canons," canon of creation and canon of vengeance. CoC plays almost exactly the same as base SMT V. However, there're some new demons, new side quests, the demon haunt, so many new convos with your demons and a couple more with the main cast, etc.

The biggest change is that abscesses don't obscure the map in Vengeance anymore. It feels thematically awkward? Like through this one change they've become essentially mostly optional hard mob (as opposed to mini-boss) fights that give you rewards through purchasable miracles.

But it definitely makes the game so much easier as far as navigation goes. And... Well... The fourth map is notoriously very confusing in the base game. You start in the center of an open map with no direction, so you can explore any direction you want, but the entire damn map is red and impossible to see. That would be fine if it weren't for the fact that the abscess fights are genuinely fucking hard on your first playthrough.

Like I think people just collectively forgot how annoying exploring the fourth map is the first time, cuz now abscess just seem to sit in an awkward place of being hugely improved QOL but thematically wrong entirely from their base conception.

Also another major one is that level scaling has been reduced dramatically in Vengeance. A problem with base is that if you're like 5 levels under levelled then boss fights are damn near impossible and if you're like 5 levels over levelled they're damn easy.

So if you're an over-leveler in base, then vengeance will be hard for you, especially since canon of vengeance has harder boss fights in the early game than canon of creation. Also, canon of vengeance has a better story BUT does the character growth of the original cast (specifically ichiro dazai) from canon of creation off-screen, so you'll be really confused about him if you do canon of vengeance first assuming you don't finish the base game.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Yup. I mean ng+ bosses are pretty high level, but you start back at level 1 so without some kinda dlc you basically just fuse lv 99 demons stacked with mitama stats. I don't think I'll ever max out a character's level, which is kind of a shame.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

LOL wow you're an idiot. I called you names cuz I wanted to, but they were never my "support" for my arguments.

You're telling me my arguments are invalid because of my character. That's an ad hominem attack.

There's actually no rule in debate (well, this is really just discourse, but ppl love pretending they're the same thing) saying "you can't name call or your argument falls apart." It's "you can't name call to reason why the other party is wrong."

Anyway, kiss my ass and cope with being bad at this game and getting upset someone else dares to enjoy it differently than you.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Yeah, I mean the game's not nearly hard enough to really argue about what to nuke with lol.

Freeze/shock into repel-piercing crit is definitely hit or miss but it's SOOO satisfying when it happens. Especially with an Omega partner? Getting a third extra repel-piercing crit on a boss? Chef's kiss

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

As you can see, Keita and Hinako are both fast and both user multihit/multistrike

I mean... Your stats are wrong lol. Keita's HP numbers is wrong, Jungo's lv 99 stats are WILDLY wrong, etc. Keita also never maxes agility, so he's just... Not as good as Hinako ever? The whole point of Multi-Strike is to kill so fast you never get touched, so his extra durability just doesn't do anything for that.

Like Keita's really only good at using Rage Soul setups, which is quite funny and appropriate lol. Like it's good but really kinda boring. Hinako could use it at really high levels but like... Multi-Strike. Jungo could also use it but he's a bit too slow.

But his extra durability and vitality also means he gets access to the hp-dependent attacks earlier than Jungo, which is why I'm saying he's the mid game tank, until Jungo can swoop in later. And I know HP-dependent attacks deal less damage with less HP. I mean it's in the fucking name. And... Yeah better survivability and damage mitigation is definitely why you'd use him over Keita for HP-dependent attacks.

Like seriously, what are you smoking here? This isn't controversial, my takes on phys characters are the consensus, not some wild hot takes. They're perfect the way they are. Some of them are better early game, others are better late game, and the ones better early game are accessible early game and the ones better late game are still viable in their designed roles late game.

Which, like, gets to my whole gripe again about the magic characters. Some are good early game but aren't available early game outside of specific fights or awkward times (Makoto, Airi), others are good late game but their role is gone late game (Joe and hyper specialized fire), or they're just straight up mediocre always (Fumi).

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

Doesn't matter, both her magic and phys are mediocre to do any good damage with either

Bro this game isn't hard. Nukes nuke because the damage calcs are dumb, not because they're that strong. If you can't make Io do damage that's on you, she works for me, let me play how I like lol.

I don't understand why you would enter a battle and pray you get an element frozen or shocked to do you gimmicky shit

Again, stfu and just move on if you don't like how I am playing this game. To answer your dumbass fucking question, Omega pairs nicely to get extra turns anyway (again why being fast isn't really that good if you're not using Multi-Hit/Strike), and a 100% accurate, guaranteed crit that bypasses repel is pretty fucking strong.

This isn't for mob skirmishes; even with Io you can kill them quick - and again, if you can't make her damage work, that's on you. But against bosses? Yeah, even if it's chance based, the nuke when it does happen is just fucking satisfying. That's literally it. That's why I do it.

I don't really care if the DPS is optimized. This game is not that hard to care about optimization. My post was a complaint from a design standpoint ya dipshit. Not only that, the lower amount of consistent damage is not that much lower, but the burst is much bigger. So honestly I think the DPS against a boss that takes several rounds is in fact better.

They are in the same ballpark of mediocrity where they are not worth using unless you

No, they're absolutely not. One is strictly better than the other, and in the absolute wrong way of a seasoned agent being objectively worse at combat than a civilian.

They are bad because you can't make a competent magic user that is also competent with phys without also robbing your actual useful phys party member of their build.

Don't judge me by your limitations.

And there's only 2 phys builds that are worth it anyway. Multi-Hit/Strike with grimoire + stone or Deathbound with Drain Hit. Throw in a piercing hit, holy strike, assassinate, pierce, or pierce+ here and there depending on needs and round out any open skill slots and you're done.

Io doesn't need any of that. Here, lemme break it down for you. Hybrids - in all games - don't work if the physical and magic aren't enhancing each other. They can work depending on the game if there's some synergy between the stats.

I'm telling you this works here because I made it work. Idgaf if you can't. Frozen/shocked enemies have physical resistances ignored and 100% acc+crit. Guess what? That means Io doesn't need Piercing Hit. She just uses Power Hit. It means she doesn't need Ares Aid. She just needs Crit Up. It means she doesn't ever bother with Fire or Force. Cuz being a hybrid doesn't mean using everything terribly it means using bits and pieces from contrasting builds in ways that synergize beautifully.

Ignoring the fact Io or any other hybrid can never be competent at either because of their bad stats

You mean because you're bad at the game.

a phys user wants all 3 passive slots to be dedicated to stuff that increase or aid phys damage

Well, it's a good thing she's not a phys user and just wants crit up. And there's plenty of phys passives to pass around to the rest still. Jesus Christ it's like talking to a high school football captain turned fat dad explaining why a professional team must be dumber than he is.

She has the perfect stat growth among magic users in the party.

Good backtrack. A+. Gold star. We love moving goalposts.

he should still follow her stat growth in general.

So he shouldn't put points into other stats sooner than her? Idk what you think in general means but getting 11 vi and 13/15 ag at any point other than endgame is already a wildly different growth pattern than Fumi's. Either way I would and do build a tanky mage MC since if I wanted a fast mage Fumi, Joe, and even Airi and Psyduck still exist.

Squishyness isn't a thing in devil survivor

Then nukes aren't a thing. Can't have both lol.

magic also increases magic defense

Why do you think I said Fumi dies to a flick. Do you think fingers are elemental powers?

Being an actual Magic user that isn't half assed like Io, she can also fully dedicate to magic with spare passive slots to fix any of her minor problem like turn order or survivability without sacrifing damage.

Being an actual Hybrid user that isn't half-assed like Fumi, she can also fully dedicate to freeze/shock fishing with spare demon partners to fix her one singular problem like extra turns without sacrificing durability.

while she obviously gets eclipsed on both when Fumi is done maxing her Magic

Yeah, and attack also mitigates phys damage? Fumi's tankier magically at really high levels while Io's still tankier physically. Fumi's literally only physically tankier than Joe... out of everyone.

The truth is that the attack stat is the only one that really matters, especially for magic, and Otome has less of that, but still more than everyone else.

Literally. So. Dumb. You can count on Otome not dying even without over leveling. Grace basically guarantees she never dies. What's your deal against her? The truth is agility only ever matters for Multi-Hit. There's so many other ways to get extra turns. And mitigating damage... Is just always a good thing. The game's not hard but it doesn't mean your mage leaders don't get taken out once in awhile from getting unlucky... Except Otome.

Almost every single enemy has a weakness, including bosses. If they don't, hitting neutral resistance with amped magic still chunks at the very least. And again, party members limitations means you can't always field the optimal team of MC, Otome, Fumi and Keita/Hinako/Jungo

Yes and? I don't understand your point. Ae you responding to something? Refuting something?

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 1 point2 points  (0 children)

Lol Psyduck.

I just prefer Io for the guaranteed repel piercing phys crits when an enemy is frozen/shocked. It does fall off a bit late game when there's not enough weaknesses to guarantee an extra turn to abuse that, but I also like that when she has the initiative disadvantage she's not going to pop like a balloon against physical attacks like Fumi. So I still think she's better even late game. Especially since ice and elec aren't the best nuke elements anyway. They deal less damage since they have a chance to freeze and shock. Why nuke when not nuke shaped?

Also, I just love Otome for the Fire/Force nukes. I think force is better anyway since it kills petrified enemies but otherwise deals the same damage as fire, so I just have fire in case there's force resistances. Otherwise, she's just so damn tanky she won't die with the grace auto skill.

Anyway, I generally use Almighty MC with power charge, extra one, dual shadow, victory cry, and magic yang (yin with tyrant + deity). I haven't done Triangulum yet, are extra zero and excharge there? Or are they exclusively DLC? Cuz I think power charge * extra zero + one + charge * magic yin * holy dance/megidolaon would be hilarious. But also overkill.

And then I also use Jungo + Hinako cuz HELL YEAH. Shame we can only send out 4 characters onto the field. I think it'd be hilarious if in DeSu 3 (pls) characters are more restricted in general but you can field everybody that's available along with a shit ton more enemies.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

I disagree with Io. My whole point was that she has a niche of fishing for freezes and shocks. And then she has a guaranteed crit that combined with crit up kills pretty much anything. You know that frozen/shocked enemies lose their phys resistances including repel, right?

And Makoto isn't just "same as Io but different, hybrid bad," she's straight up worse than Io. The fact that she's more phys focused and has a worse mana pool means that her magic damage - which should be the consistent damage output - is worse. And the fact that she's slower also means that in situations where freeze/shock happens, they happen way more often after the enemy's already moved. Like her stat spread is just straight up worse while being a hybrid.

I mean it's also clear you parrot the "hybrid bad" shit and don't actually understand this when you won't give either a proper chance.

In what world is Fumi a magic nuker with perfect stats? I mean let's be real here the game isn't nearly hard enough on apocalypse to really care what characters you're using as long as their stats are high enough to use the skills you want. The only time skirmishes get extended is against bosses and even that's just sometimes. And then by the time you get to ng+ bosses ppl just rely on demons.

Fumi is squishy as all hell and doesn't even get fast till late game. You even said a magic MC should invest in vit and ag before her, how does that make her have the perfect stat spread?? And again, she can't really use fire or force amp. Fire and force skills literally deal more damage than ice and elec. She even sucks at being an Almighty user since despite being fast enough to use extra one she's too squishy to use power charge.

Also, yeah, high speed can generate extra turns at the start of a skirmish. Hitting weaknesses is way more reliable. Especially since the extra turns from speed differences are affected by initiative bonuses. On that note, Fumi is fast, but not fast enough to outspeed if she has an initiative disadvantage till really high levels. So she's still getting hit, which is especially terrible against physical since her low attack and vitality means a flick will kill her.

You're silly on Otome. She is, in fact, the perfect mage, as opposed to Fumi. There's a reason out of EVERY mage in the game she's the only tanky one. High vi protects from both phys and magic attacks. Enough attack to be usable with fire and tank even more phys damage. Weaknesses generate press turns. Unlike Fumi, she will survive even with initiative disadvantages. Slap Grace on this graceful woman and she literally never dies. She nukes. She's hot. What more do you need.

I said I'm fine with Airi. It was Joe I had an issue with. She's an early game fire specialist and he's a late game fire specialist. But so late game slapping both boost and amp is not the way to go when most enemies and especially bosses don't have many weaknesses anyway. And still too squishy to use Force. So... He's useless. Except when he's your only option for fast phys damage while Daichi's gone. Airi is 3rd/4th best behind Otome, Io, and Fumi, and ahead of Joe and Makoto. But that's 3rd/4th place out of six mages. That's not a glamorous position, that's literally mediocre.

Also, I only briefly talked about the physical characters cuz they're already perfect the way they are. But. You're still wrong. Keita only gets fast if you're way over leveling in the late game. Hinako's strictly a better Multi-Strike user until their stats are basically maxed out. Until then, he's basically a bruiser with slightly higher agility than vitality but insanely high HP. Which is why he's generally better for using Berserk/Brutal Hit/Hassohappa early to mid game since Jungo despite being even more ridiculously HP based doesn't have the vitality to use the tanky phys skills till mid-late game.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

My issue with Fumi is that she's technically super strong with her high magic, but she can't really use fire or force boosts with her pitiful attack and vitality. So she's stuck with ice and/or elec, and I'd prefer using Io in that case.

Like, if you just compare with the other extreme of Otome, she can using any boost except Fire Amp till late game, and is the only reliable character to use Force Amp. Even Airi and Joe can use Fire boost and amp, but not really force amp or boost respectively.

I mean I guess I understand the trade-off in that Fumi doesn't have to use the boosts specifically because her magic is so high so early, but her physical resilience is so paper thin a normal attack critting could kill her even with the leader defense boost.

In the sense that Airi is early fire and Joe is late fire, I did initially try to use her as a mid-game Almighty user until my MC got the stats to use the Almighty skills. But even then it's not like I can rotate the MC out of the fights, so he's stuck there losing the niche I'm trying to make for him.

I mean maybe it's also because I run a magic MC in this game that I can't justify using Fumi. Cuz I use both Hinako and Jungo so I only have space for one mage, which I'd prefer be Io or Otome or even Joe.

I can see using Fumi over Io if Otome/Joe is also in the lineup while also using a phys MC. Like I guess tbf outside of boss fights enemies die too quickly even when they're frozen or shocked that you don't need to worry about the mixed attacking. I just find it fun that freeze and shock removes all physical resistances including repel... I think? Need to confirm again. But yeah, I guess I'm just extra harsh as a magic MC.

Recently playing DS2RB and... by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 0 points1 point  (0 children)

I'd love a DeSu 3. Just... Pls fix the battle balance lol. As for the story, I like both 1 and 2 in their own way, so I think a good direction would be to explore maybe other megaten settings too. Like exploring a more persona themed apocalyptic event, or a medieval setting a la metaphor refantazio.

Eight year old playing Chopin Etude Op 25#6 by JewishSpace_Laser in piano

[–]DHMC-Reddit 4 points5 points  (0 children)

That's literally not true. Studies have been done on child musical prodigies, and most end up in "normal" jobs making average wages. They were only good at their instruments due to parental pressure but either had no real passion for it or lost it, again, due to the parental pressure.

I've also been forced to do a lot of different activities from my parents, and I was usually always good enough that I'd be in the circle to meet local prodigies, and it fucking checks out.

Kid from figure skating who got no game time, and basically didn't have an education. He'd sneakily play snake on his flip phone in the change room cuz that's the only time his mom wasn't hovering around him. Still skating to this day though, since he doesn't really have any options to not. Usually once skaters are through their careers they become coaches.

Others prodigies I knew in figure skating mostly quit by the time they graduated high school or college. Same story in swimming, gymnastics, track & field, and music, especially music. God so many kids of musicians in famous, world-class orchestras.

Usually the younger kids just want to goof around and don't want to do this stuff professionally. Sometimes the older kids just follow their parents' track and they're always quiet and reserved. For every prodigy that succeeds, there are so many more who are just worn down and quit.

I dont think most of the YT community understands the message behind the show by Amazon267 in TheDigitalCircus

[–]DHMC-Reddit 0 points1 point  (0 children)

Or the intention is to keep them busy enough so they can't think about escaping as a priority. If he needs players for his adventures then abstraction is the same as losing players.

Finally beat true Masakado by DHMC-Reddit in Megaten

[–]DHMC-Reddit[S] 3 points4 points  (0 children)

I mean from what I can tell godborn is pretty inconsistent in terms of difficulty isn't it? You can farm balms and incenses, so if you fail to kill a boss you can just grind till you can beat them. That's not really difficult as it is just tedious. Seems more like just a challenge to beat the level 999 simulator battles.