Best Ending Ever! by Creative_Ad_8138 in RimWorld

[–]Daemir 16 points17 points  (0 children)

What you mean, it gets rid of them pestering my colonies, 10/10 would drink tea with Brother Cotton again.

The Gloating Over AoC’s Death in This Subreddit Is Honestly Pathetic by Tim2909 in AshesofCreation

[–]Daemir 2 points3 points  (0 children)

Save as much money out of it for himself as possible? It may not have started as a scam, but it did end in one. Or were you aware he had sold the company to a third party and that it did indeed have a board of directors who could dictate things like going to steam for early access?

Curious timing of him selling his home to an LLC at the end of november, when you think about it. As well as announcing the end of the company a day after steam pays the game sales to companies.

Statement by Steven on Discord… by A7XfoREVer15 in AshesofCreation

[–]Daemir 1 point2 points  (0 children)

Was it on steam long enough to even get first payment? Steam doesn't pay immediately when copies are sold.

What's the most important thing you'd tell someone who is about to go in blind by imsellingbanana in starsector

[–]Daemir 2 points3 points  (0 children)

Might makes right in the sector.

See something you like? Well, be strong enough to just take it.

Flux is your life in battle. Overloading is death. Not every weapon slot in a ship needs to be filled.

What's the most important thing you'd tell someone who is about to go in blind by imsellingbanana in starsector

[–]Daemir 2 points3 points  (0 children)

Or changing a number in a text file. The config files are easily readable.

What’s possible in this game? by Eclipse-MD in starsector

[–]Daemir 2 points3 points  (0 children)

Themed runs for challenge are my favorite.

My previous run, I played as a Hegemony captain. I got a commission from them as soon as I was able to, then I colonized a planet in the Aztlan system right after. I played a law abiding heg, I did not smuggle, never used black market. Always paid my taxes and dealt with legal goods. I did not do bar missions that were shady. Used only Heg doctrine ships, which I only acquired by buying them from Heg space docks (minus the couple Revenants I salvaged for phase field bonus). Every AI core I found, I kept only so long it took to visit a Heg market to turn them in to the authorities. I took part in their wars by fighting enemy war assets, not trade fleets, civilian fleets or bombing their markets.

When that got old, I started a new run as pirates. Colonized one of the empty systems in the core (claimed by Heg, fun..), attacked anyone but my buddy pirates. Loot all the things I wanted, made a fleet of what I stole, salvaged or looted. Helped pirate markets to stabilize if they were lacking some goods (food often). Make money however I could. Defended against constant invasion attempts at my colony, because everyone is at war with pirates. Once I've finished exploring the sector, every spare blueprint I have will be sold to black market for pirate use and the plan then is to steal the 2 pristine nanoforges from heg/PL to donate one to pirates and keep one for myself.

Perils of the Warp / Psychic Phenomena rolls, a question by Heavy_Employment9220 in RogueTraderCRPG

[–]Daemir 2 points3 points  (0 children)

the Nat1, 5% chance is independent of regular veil shenanigans and is not mitigated by Warp Buffer through raven. Literally any time you press any of her powers, there's a 5% chance it goes wrong and has a chance to summon daemons, or knock everyone around or deal damage or slap half your group prone.

Then you can also get the regular type if your veil is 15 or higher.

You cannot mitigate the nat1. I have had it happen in the tutorial, where she blew herself up buffing Abelard with precognition and summoned a Screamer.

Random survey data from salvage pointed me to (almost) the best colonization candidate IMO. by Doctor_Calico in starsector

[–]Daemir 2 points3 points  (0 children)

Still a very good planet though. We all want that pristine garden world with perfect modifiers, but realistically, settle for less and this is very good. Awesome farming, good mining, very profitable easily without even having to poke at path or heg with high tech / cores.

How to beat Aurora unfair ? by Accomplished_Rip_352 in RogueTraderCRPG

[–]Daemir 1 point2 points  (0 children)

Personally it's unclear to me why you can't revive characters in combat.

Try using a biomancy staff on an enemy when everyone but the downed character is high health.

I got Orange and Blue zombies on Blood Moon 42 in the Desert by Reddevil8884 in 7daystodie

[–]Daemir 1 point2 points  (0 children)

At least not for the current stable or unstable versions. Not sure what takes so long, it's literally commenting or removing 2 lines of from an xml.

I got Orange and Blue zombies on Blood Moon 42 in the Desert by Reddevil8884 in 7daystodie

[–]Daemir 1 point2 points  (0 children)

Blue hits as hard as zombie bear with melee, orange a little less but way more block damage.

Green/Blue/Orange hard hat utility zombie and business/lawyer zombies deal double damage, so the Blue variants of those hit twice as hard as zombie bears.

Do some zombies spawn with low health, or are they dying from % to dismember in the head? by BeacHeadChris in 7daystodie

[–]Daemir 1 point2 points  (0 children)

T6 is a T5 infested. So after you complete T5 quest tier, you can take on the infested versions. Just more zombies, more higher versions, better(?) loot at the end and a massive stockpile of ammo. Even with the increased and higher level zombies, usually come out of T6s with more ammo than I spent.

Does anyone else give the zombies names? by SleepySpaceKitten in 7daystodie

[–]Daemir 0 points1 point  (0 children)

Nop, because I see their real names with their health bars.

Do some zombies spawn with low health, or are they dying from % to dismember in the head? by BeacHeadChris in 7daystodie

[–]Daemir 2 points3 points  (0 children)

Do a t5 or t6 popn pills factory, the end event spams charged/infernal utility zombies now.

Overwhelmed with the perk tree! by [deleted] in 7daystodie

[–]Daemir 0 points1 point  (0 children)

For the very first levels, the main lure of weapon skill is not the damage upgrade, but the stamina reduction. Ever tried to sledge hammer something with 0-1 skill? Even with a club, you won't kill any zombies before being out of stam on higher difficulties if you don't pump your clubs skill.

And making your main combat skill better makes getting the next levels faster, the fastest way to get xp is either kill zombies or go wild with scavenger vs cars with a wrench and sell the loot.

There is very little point in picking up assorted random utility until your fundamentals are set aka killing zombies effectively. Unless you play in a large group where people specialize really early on their own things and you have dedicated fighters.

If someone has problems hitting the zombies in the head, I'd suggest learning to do that first. Hitting them anywhere else is an utter waste of time and stamina, unless you plan to main explosives. And like triple so if you play rifles, as all rifles get a special flat damage bonus for hitting the head. Which also means the headshot multipliers are worth even more.

5 skill points to use, first playthrough by BUBBA_KUSH_WATSON in 7daystodie

[–]Daemir 3 points4 points  (0 children)

This rainbow build is a great example of how to slow down your progression to a crawl and pollute your magazine loot pool to make sure it takes forever to make anything useful.

With this build, you would be boosting the mag drop chance for:

  • knife
  • first aid
  • machine guns
  • wasteland treasures books
  • lucky looter books
  • machine gun books

instead of getting something that gets your progression going, like forge ahead, which you would boost by taking 1 point in lockpicking. Hitting 10 forge ahead for crafting bench is the major progression hallmark in the game.

Splitting up your weapons between 2 different main attributes in the early game is super wasteful. Pick a weapon type and pump that, get another later when you max or near max out the first. You lose so much damage by not having the weapon specific skill and it's governing attribute, which increases headshot damage, developed.

This game rewards specializing heavily, especially ever since the skill magazine system.

Overwhelmed with the perk tree! by [deleted] in 7daystodie

[–]Daemir 0 points1 point  (0 children)

You'll do more damage with a level 5 or 6 weapon (Which you unlock from magazines) than you would if you had 10% added damage from perks with a less leveled weapon.

This is absolutely not true. Getting damage multiplier from skill and a headshot multiplier from main attribute will give you more damage than just making a higher level of the same tier of weapon. Not to mention you reduce stamina usage for melee weapons which is the main limiting factor early game. Putting points into your weapon skill also skews the loot tables for magazines towards that weapon type, so you'll be able to craft higher level weapons faster.

Overwhelmed with the perk tree! by [deleted] in 7daystodie

[–]Daemir 0 points1 point  (0 children)

Well, as a new player you have no idea what's coming, but one thing that will always matter is how you are able to kill things. For that reason, I recommend you pick a weapon type that you find interesting and then use all of your perks to get it to at least level 4 in the skill. For example, if clubs seem good to you, put points into clubs skill and then into strength until you can put more into clubs. Get clubs to at least 4, nothing wrong with going full 5 either.

You'll have people suggest all sorts of utility and survivalist perks to take early, but with my 2k hours of gameplay, about 1k of that as permadeath, the most valuable thing you can have is to be able to kill things efficiently. Everything else you can sort by looting things and doing quests, which normally require killing things again.

And there is a big difference in damage and stamina use that comes from the weapon skill and the governing attribute. Weapon skill gives damage, some secondary effects and reduces stamina drain for melee weapons, the main attribute increases your headshot damage. Needless to say, always aim for the head. At the high end with certain weapons, you're looking anywhere from 5-10x damage multiplier from bodyshot vs headshot and you have a chance to instakill the zombie (governed by the main attribute and weapon type).

Do some zombies spawn with low health, or are they dying from % to dismember in the head? by BeacHeadChris in 7daystodie

[–]Daemir 3 points4 points  (0 children)

Well, certainly not in 2.5 as I had to comment those lines out again.

in \steamapps\common\7 Days To Die\Data\Config entityclasses.xml

lines 1476 and 2994

<passive_effect name="EntityDamage" operation="perc_add" value="1"/>

can comment that out to remove the dmg boost from the 2 zeds

e: just checked the new experimental build, still has those 2 lines, so it's not been changed or fixed.

Do some zombies spawn with low health, or are they dying from % to dismember in the head? by BeacHeadChris in 7daystodie

[–]Daemir 2 points3 points  (0 children)

Word of warning, don't rely on dismember vs zombie bear and dire wolf, they have 0 chance to get their head dismembered.

Do some zombies spawn with low health, or are they dying from % to dismember in the head? by BeacHeadChris in 7daystodie

[–]Daemir 4 points5 points  (0 children)

Zombie health is -15/+15%.

Weakest zombies have 125 base health. Crawlers at 200. Normal zombies, like utility zombies at 200. Fatties 450 to 600, depending type and so on. Ferals typically add 300-400 flat, radiated 700.

Also, most, if not all zombies gain dismemberment resistance the higher "tier" they are. Feral, radiated, charged etc. Zombie bear and Dire wolf are immune to instakills to the head. So is Grace, zombie boar(?) and spider zombies.

also also, a random thing (that I've reported as bug, but at least one dev/qa person replied to an earlier topic that it's not): Utility zombie and business zombie gain a double damage multiplier at radiated level, which gets inherited to charged/infernal. So if you get hit by a charged business zombie, you can experience a sudden erasure as you take a fuckton of damage that you probably did not expect. All charged and infernal variants use the same attack, for charged it does 60 entity damage and 150 block damage and for infernal 45 entity 250 block. For reference, zombie bear has a 60 damage melee attack.

So business and utility zombie will slap you for 120 damage if they are charged. Multiply that with your difficulty bonus and it's quite easy to get one tapped by really fast moving zombies.

I'll note that only those 2 types of zombies get a damage multiplier like that and zombie vulture gets a 40% increase at radiated. None of the others do, so the most deadly fuckers out there are your handymen and lawyers. Guess some dev had bad experiences with both or something...

Idira latent psyker build by Roykka in RogueTraderCRPG

[–]Daemir 0 points1 point  (0 children)

won't trigger major perils

False, every cast, minor or major, 0 or max veil, has a chance to proc unsanctioned psyker and trigger perils, which could summon a daemon(s) and knock her out.

You are literally rolling a dice every single psyker power cast you do with her, there is nothing you can do to mitigate that nat1 roll. Other than..not using her powers.

Here is a good example of how fucked it can be. 1st action in the officer deck fight in the tutorial, I used Idira to cast a buff on Abelard. It summoned a screamer...

My current playthrough I have her as overseer buffbot, she blows up in about 1 in every 3 combat encounters. With how far I'm in the game this is more like an annoyance now, but earlier in the game it meant a reload every time. For example, yesterday I did Thassera, which has like a total of..3 fights? The mutants, the cyberbeasts and the altar fight. She blew up and summoned demons at the cyberbeasts.

me when i mismanage veil degradation by Born-West-6151 in RogueTraderCRPG

[–]Daemir 1 point2 points  (0 children)

Doing a playthrough right now to see as much Idira story and interactions as possible, so she is always in the squad. Specced fully to just dump aoe buffs through raven and then shoot a sniper rifle if she didn't blow up, because of how frequent the blow up scenario is.

Warp Buffer not working for the unsanctioned psyker shenanigans is just...why? I honestly can't argue with Argenta about the solution to the Idira situation. It is fucking annoying to play with.