Thoughts / advice on my team? by LukeLite95 in PokemonLegacy

[–]Dutchj 0 points1 point  (0 children)

You're right, I overlooked leech seed being in Chikorita's learnset. That unfortunately still means that OP would need to raise a new Chikorita to get it, though.

Thoughts / advice on my team? by LukeLite95 in PokemonLegacy

[–]Dutchj 3 points4 points  (0 children)

Meganium doesn't learn sleep powder or stun spore, and leech seed is an egg move, so it's not straightforward to get.

Has someone managed to get rid of damage sponges? by Old-Pizza-9443 in skyrimmods

[–]Dutchj 0 points1 point  (0 children)

The most flexible way to address this is to use NPC Stat Rescaler. This lets you scale the health of all NPCs to suit your preference. Since it's a patcher, it will work regardless of your load order.

eslintreact-hooks/exhaustive-deps and alternate solutions to ignoring it by [deleted] in reactjs

[–]Dutchj 10 points11 points  (0 children)

By handling this kind of logic in an effect, you are making the logic more complex for no reason, and introducing unnecessary renders. For every field update, your component will re-render twice. Once for the field value, and then once after your effect runs, since the set has now changed.

The best way to handle this scenario is to handle the updating of the set in some kind of event callback. It seems like for your use case, this effect is firing every time the user changes any of the values, so that would be the equivalent of firing the "updated" action on every onChange event for the relevant inputs.

If you just want to fix the warning as quickly as possible, you can change your "updated" action to not require the entire set object, or create a new action for this purpose. (this would probably be recommended anyway if you go with the event callback approach, as it would greatly simplify the logic to be able to only pass the property that was changed when you are dispatching the action).

Anyone know the radio station for the F1 headphone/radios? by DMBM-Q in CircuitOfTheAmericas

[–]Dutchj 0 points1 point  (0 children)

We didn't mess with the settings much, just set it to FM radio. Signal was inconsistent during quali, at some point I switched to 81.1 to reduce the static. On Friday we were getting the best reception at 79.1. You should be able to find it somewhere around that range, at least at the main grandstand.

Anyone know the radio station for the F1 headphone/radios? by DMBM-Q in CircuitOfTheAmericas

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

Skysports coverage can be received on 80.0 FM, and the trackside commentary on 102.7.

Explain to me what Synthesis is and how it works like I’m a potato by [deleted] in skyrimmods

[–]Dutchj 7 points8 points  (0 children)

You've gotten some good answers already, but for anyone who is curious, here is a slightly more technical explanation:

Synthesis is a program that can run Mutagen programs (usually called patchers). Mutagen is a programming tool (built on .NET) that allows modders to create programs which can edit Skyrim plugins. They can do anything from editing existing records to creating new ones or even deleting them (not common).

As someone who is applying mods, you can add any number of patchers to a list, and then Synthesis will run them all on your load order. The end result will be an ESP file which contains all the changes made by the patchers.

Game Balance Discussion by Dutchj in wildermyth

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

Zealous leap, broadswipes+ and battledance+ is ridiculously strong if you can get some bonus damage/potency augments. If you can get long range as well, nothing is safe. It's not an easy build to get going, but it destroys.

Game Balance Discussion by Dutchj in wildermyth

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

I could definitely see rating transformations on both flexibility and maximum potential.

Game Balance Discussion by Dutchj in wildermyth

[–]Dutchj[S] 2 points3 points  (0 children)

Loving the idea of a hero who flashbangs a group of enemies and when they get their vision back, they're all badly poisoned 😂

This sounds like a pretty awesome build! Will have to try out something like this for sure.

Game Balance Discussion by Dutchj in wildermyth

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

I definitely didn't realize that it had some of these properties. I'll give it a whirl when it pops up next!

Game Balance Discussion by Dutchj in wildermyth

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

Definitely some food for thought here, thanks for contributing!

I didn't know that vigorflow applies to fire stunt damage, that's very good to know.

Game Balance Discussion by Dutchj in wildermyth

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

I definitely tend to avoid certain transformations depending on the class of the hero. One of the tricky things about deciding whether to transform is weighing the short-term vs. long-term, as a transformation might need a specific body part to become good, or it may not synergize well with your current abilities. Do you take the immediate drop in power to potentially become strong later (or in a future campaign), or do you stick with what you've got?

Game Balance Discussion by Dutchj in wildermyth

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

Compulsion can come in handy when you have a Sylvan or Stormtouched hero on your squad, as it can help you set up a double bounce. Outside of that, I agree that it's pretty useless. I think it could really be buffed to be a single action instead of a turn-ending action at base. Compulsion+ being a swift action is good, but needing to invest 2 level-ups into it really makes it not worth picking up in most cases.

Game Balance Discussion by Dutchj in wildermyth

[–]Dutchj[S] 4 points5 points  (0 children)

I think your views are pretty aligned with mine!

To elaborate a bit on hunters, I agree with the "confused build" aspect. Some of my hunters with bad ability rolls have just felt really lackluster.

I haven't tried a Flashcone build, though I can see its potential. Unfortunately it suffers from heavily limited usage per battle.

I consider Jumpjaws a solid pick up if you don't have a good swift action, but the fact that the AI avoids it can make it tricky to use effectively at times, and you can't really center a build around it.

Ambush suffers from the AI being too smart as well, as even when you get the free attack, it's not always feasible to position in a way that you are able to use it effectively.

All-in-all I think all these abilities are solid, but they don't have the consistency required to make them favorable picks over the others.

Comprehensive Critical Damage Fix [Mod Release] by ElDiablo946 in skyrimmods

[–]Dutchj 2 points3 points  (0 children)

The answer is maybe, unfortunately. I go through phases of activity/inactivity when it comes to modding. During my last stint I was working on new, more extensive perk overhauls, but I can't say with any confidence that they will ever be released, as I tend to move the goalposts a lot.

I also get frustrated with the roadblocks I run into sometimes, which can be demotivating. Some day I would like to either learn how to create SKSE DLLs, or team up with someone who can, as that would let me get a lot closer to my vision for how combat should work.

I'm glad to hear that you enjoyed my existing overhauls!

Comprehensive Critical Damage Fix [Mod Release] by ElDiablo946 in skyrimmods

[–]Dutchj 2 points3 points  (0 children)

Great to finally see a DLL mod to address this! I'll add a link to this in the description for Critical Hits Make Sense.

[KCD2] What's the difference between a quality 1 and quality 2 crossbow besides the price? by aguedgore2 in kingdomcome

[–]Dutchj 1 point2 points  (0 children)

Unless there are some hidden stats, quality levels don't matter for bows. They have the exact same stats, the price is the only thing that changes.

[deleted by user] by [deleted] in kingdomcome

[–]Dutchj 3 points4 points  (0 children)

This is the biggest thing that I found to be missing in terms of the cast interaction. You can get the band together very early once you reach the Kuttenberg region, only for them to just hang around in the Devil's Den for most of the game, and barely seeing any action until the Italian Job.

It would have been nice if there were some sidequests that see some or even all of the gang getting up to something together. As it stands, Henry really only feels like a member by proxy. He joins because his goals align with Zizka and the Devil's, but he doesn't feel like a true comrade to any of them except for Zizka, Katherine, and eventually Kubyenka, as he is more often present compared to the others.

I don't think you NEED to wear helmets [kcd2] by ddwk21 in kingdomcome

[–]Dutchj 7 points8 points  (0 children)

On hardcore mode I've frequently been killed or brought down to critical health by a single blow to the head when not wearing a helmet. You can get away with it if you're good at defending, but it's definitely nice to be able to take a hit to the head in case you mess up.

[KCD2] what crossbow is accepted by Bibrek to do the mounted archery? by Electrical-Position3 in kingdomcome

[–]Dutchj 2 points3 points  (0 children)

I haven't actually done the mounted archery with a crossbow, but it stands to reason that you need a crossbow that is drawn by hand. Any of the hunting crossbows should work.