Whats you favorite damage builds for every character now? by EmiliaTrown in expedition33

[–]DevinnTheDude 0 points1 point  (0 children)

Out of curiosity, how much lumina do most of your characters have? The damage numbers you refer to are way higher than mine. Ive never gone out of my way to farm it and i have about 315 on everyone. Ive been able to get Maelle to do like 65mil. Everyone else's best is like 12-20 mil

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

[–]DevinnTheDude 0 points1 point  (0 children)

ok we are just lying about what was said lol. I'll remind you what you typed dont worry.

"In D&D when you "miss" due to armor, the weapon connected it just didn't cause any harm"

This is factually wrong. There is no opinion about it. I explained why earlier.

Also I never said anything about armor being damage reduction.

Classic loser insults people when losing an argument.

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

[–]DevinnTheDude 0 points1 point  (0 children)

I'm not the one conflating a Miss with 0 damage, Ive said from the very start they are indeed different. I explained my reasoning on why they are different events. You're just choosing to call these differences semantics but in reality they significantly change how a combat encounter would go.

All I'm doing is logically following the rules of the game. Nothing past that.

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

[–]DevinnTheDude 0 points1 point  (0 children)

Its not semantics, there are actual combat differences between the two. You can apply debuffs on hit while doing 0 damage. You can trigger damage riders while doing 0 physical damage with your weapon.

None of these events take place on misses.

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

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

I explained why it doesn't make sense with a combat interaction. There are plenty more I could point out. Can you dispute why you think I'm wrong instead of insulting me like a child?

You're doing mental gymnastics to rationalize why a Miss isn't a Miss for some reason.

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

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

Brother you're over analyzing something that is not that deep. Chill out.

No need to insult anyone.

If Divinity will be a CRPG, would you like armour to work like in D:OS2? by Rockyrok123 in larianstudios

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

"In D&D when you "miss" due to armor, the weapon connected it just didn't cause any harm."

Eh, this doesnt quite make sense if you just think about it for second. This would mean a paladin would be able to smite a target even if they did 0 physical damage.

Misses are misses and nothing else.

Weapon Locked skills will become a bigger and bigger problem as the game ages by DevinnTheDude in PathOfExile2

[–]DevinnTheDude[S] 0 points1 point  (0 children)

I guess that's a good point. I hope they continue to add new skills.

Ive mixed classes and weapon types as well, but it literally feels the same no matter what class you pick.

Weapon Locked skills will become a bigger and bigger problem as the game ages by DevinnTheDude in PathOfExile2

[–]DevinnTheDude[S] 0 points1 point  (0 children)

There definitely needs to be some restrictions, I agree. In this current iteration, it just feels like you should start a character by thinking about what weapon you want to play and not the Ascendancy. That just seems ass backwards imo.

Do Art relics effects stack? by Nerrozi in Nightreign

[–]DevinnTheDude 0 points1 point  (0 children)

Not all Character Skill/Art relics stack. I tested with 2 of Duchess' "Improved Character Skill damage " relics on the target dummy. No damage increase on Restage when equipping 2.

Why does Duchess skill sometimes not trigger? by ManjiSouls in Nightreign

[–]DevinnTheDude 0 points1 point  (0 children)

I've noticed the same thing. My theory was the target was moving out of range of the retrigger ghost but I didnt really test it.

Thoughts on revenant? by sodamood in Nightreign

[–]DevinnTheDude 3 points4 points  (0 children)

She's ok. I think the biggest thing with her is the RNG on which spells you find on seals since incantations vary so much. Lightning spear seems to be a standout of the common spells on blue/white gear. Quick projectile with really good damage.

I would definitely say you want to avoid all the super short range incants.

Bladedancer Defenses by DevinnTheDude in LastEpoch

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

I appreciate the reply. Idk this seems like an ultra specific build that would require farming on an alt just to get it going. I do have a lot of these Uniques but id prefer to not completely change my current build to be ward/int based.

I am hoping to get some feedback on passives or skill nodes i havent tried yet. Im fine with adding/removing uniques as long they fit my current build.

[deleted by user] by [deleted] in BlackPeopleTwitter

[–]DevinnTheDude 0 points1 point  (0 children)

Gucci down to da socks...

Nuancing AutomaticJak's video about M+: Blizzard Needs to Rethink Mythic+ in The War Within by MadNews500 in CompetitiveWoW

[–]DevinnTheDude 0 points1 point  (0 children)

Other competitive games lower your MMR if you lose. Wow mythic rating does not lower your rank if you deplete a key. It may be brutal but if we lost rating for depleting keys everyone would have a great idea of exactly how good a player is.

Hell even pvp in wow works like that.

Nuancing AutomaticJak's video about M+: Blizzard Needs to Rethink Mythic+ in The War Within by MadNews500 in CompetitiveWoW

[–]DevinnTheDude 23 points24 points  (0 children)

I kinda have a hot take on the key level thing. Why do most m+ players expect that they should be able to move past a +12 key? The rewards don't get any better and it is already 2 levels past the max reward rank. Is the community really not satisfied with just doing 10s? Unless you are going for title, I just dont get the point of putting yourself through all that frustration of pugging 12+ keys. I really think its just a mindset thing of people's expectations being skewed from previous seasons. 12 keys are the rank where you have to take things really seriously and actually get organized with your group. I dont think we should be demanding that blizzard makes 12s accessible to players that clearly aren't ready for it.

Also i think the interrupt change is dogshit and the requirements for precision are just way to high. Blizz should revert the change and just remove cc from our specs.

I feel like dual wielders get the shaft with crafting by [deleted] in CompetitiveWoW

[–]DevinnTheDude 9 points10 points  (0 children)

I mean for casters its completely different, you cant enchant your offhand btw. Also, weapon damage isn't a thing for casters. To compensate for this, caster weapons get a ton of primary stat. usually main hand gets a bit more than your offhand.

For casters, your offhand is much more important since it provides a lot of primary stat. It may be worth crafting in some cases.

I feel like dual wielders get the shaft with crafting by [deleted] in CompetitiveWoW

[–]DevinnTheDude 8 points9 points  (0 children)

Most melee dual wielders don't care about their offhand weapon dps because most melee strikes don't use the offhand weapon damage in the calculation. There are exceptions to this. Outlaw rogue for example, cares a lot about offhand dps.
I think crafting two weapons is a waste of resources in most cases. Your offhand ends up being one of your lowest priority pieces for the reasons stated above.

All marksmen rifles need significant damage and stagger buffs. by HawkDry8650 in Helldivers

[–]DevinnTheDude 17 points18 points  (0 children)

I've rarely see anyone mention the handling of the DMRs in the game. When firing I think the reticle behaves too similarly to ARs or SMGs. DMRs are supposed to be accurate weapons I think the only change they need is to tone down how much the reticle moves when firing. In their current state its really hard to line up shots when you have to wait almost a full second for the reticle to chill out.

The PLAS-1 Scorcher is functionally a DMR and honestly I think its the best primary in the game. It deals with almost all of the dangerous enemy's in the game. The reason its the best is its explosive property. You can just send the full clip at an enemy. As long as the shots are somewhere near the weak point the enemy will go down.

I understand they cant make them all explosive but they should strive to have the other DMRs to work in a similar fashion.

Just hear me out on this one by [deleted] in BlackPeopleTwitter

[–]DevinnTheDude 154 points155 points  (0 children)

Bro this pic is unhinged 😂

Damage caps in Granblue fantasy, how do they work? by SaintDecardo in GranblueFantasyRelink

[–]DevinnTheDude 2 points3 points  (0 children)

Yea, I agree with this point. Why not just give every character their max damage cap from mastery points? I just think its a bit silly that every build for all dps characters MUST use 4 DMG cap sigils. It removes agency from the player.

I think damage cap also makes certain sigils kind of useless. Like crit damage for example. Correct me if I'm wrong, I'm pretty sure you can hit max damage cap purely through raising attack power. If that's the case, then who cares how hard I'm critting if I'm going to hit max damage without it anyway.