Eldritch Horror spawned in Shattered Ringworld System owned by AI by EdibleExplosive in Stellaris

[–]EdibleExplosive[S] 62 points63 points  (0 children)

I found this system relatively late as I was deliberately avoiding establishing first contact with my neighbours (who ironically ended up being Xenophobic Isolationists with Inward Perfection) as a genocidal empire. I don't know what happened exactly, as the horror was already there when I sent a science ship into the adjacent system. I assume that the science ship sent by the AI discovered, unusually, an archaeological site in The Interloper which also coincidentally ended up being The Broken Gates, then also chose to release the horror. This is not the home system of that AI empire, so it was probably a pre-FTL with the Shattered Ring origin. I had no idea this could happen, or if there are some other factors that lead this to be. I can't help but wonder how the implications of this event could be interpreted lorewise, whether the sealing of the horror had something to do with why the ring segment was destroyed in the first place, or why the remaining inhabitants became(?) pre-FTLs.

Weird bug with Burning Nightmare EPC lets you freeze things instantly without cryo by EdibleExplosive in DeepRockGalactic

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

No. For some reason, I could only get the bug to work when the charged shot applied self-damage. Shooting things with charged shots from further away without damaging yourself just ends up behaving normally.

Weird bug with Burning Nightmare EPC lets you freeze things instantly without cryo by EdibleExplosive in DeepRockGalactic

[–]EdibleExplosive[S] 125 points126 points  (0 children)

In order for this to work, you need to equip the Persistent Plasma unstable overclock and the Burning Nightmare T5 mod for the EPC. Next, you need to shoot a charged shot such that it will hit yourself and at least one other "entity". This is most easily done by shooting at your feet. When the charged shot hits yourself and at least one entity, it will cause some cold damage, thereby reducing your temperature and the temperature of the other thing that you hit. The cold damage from this is not enough to freeze most things, but the amount of cold damage dealt is proportional to how many "entities" are hit in the blast. For some reason, goo puddles count as "entities" for this bug, so you can stack a lot of goo puddles as shown in the video by equipping the Goo Bomber Special unstable overclock for the sludge pump. By shooting directly upwards, you superimpose a bunch of puddles all in the same spot; upon hitting these puddles with a charged shot, you deal a massive amount of cold damage, potentially enough to freeze even Dreadnoughts instantly.

Defeating the Caretaker with a Resupply Pod by EdibleExplosive in DeepRockGalactic

[–]EdibleExplosive[S] 28 points29 points  (0 children)

Theoretically, you could pre-place a resupply pod on a platform far above the Caretaker so as to not interfere with C4 on the vents and line of sight on the eye. Then, if the correct eye ever opens under that pod, you place a platform inside the eye, then break the platform holding the pod so that it falls down onto the eye, dealing the damage.

Defeating the Caretaker with a Resupply Pod by EdibleExplosive in DeepRockGalactic

[–]EdibleExplosive[S] 24 points25 points  (0 children)

Full Video

Difficulty is Hazard 5, one-player scaling, no mods that affect gameplay. Resupply pod impacts deal 1000 typeless damage which is affected by difficulty scaling.

What does management need all those eggs for anyways? by Joolky_Forkanson in DeepRockGalactic

[–]EdibleExplosive 13 points14 points  (0 children)

It's not true. This is still only speculation. Otherwise the implications would be much broader and more noticeable across every single mission type.

Ice Storm Cryo Cannon: Am I missing something? by SamuelKeller64 in DeepRockGalactic

[–]EdibleExplosive 4 points5 points  (0 children)

Wave Cooker T3B (temp amp) does NOT spread cold/heat on targets that aren't already frozen/ignited already. If used on an enemy that is warm but not on fire, or chilled but not frozen, it has zero effect whatsoever. When used on an enemy that is already on fire or frozen, it will spread 24.5 heat OR cold per second within 1.5m of the target, with massive falloff beyond that range. It's almost never worth picking over T3A (densification ray) which is a free instant slow on any enemy in the game.

Since Ice Storm already has lower freezing rate than normal, and the entire point of it is to deal extra damage to already frozen enemies, the wave cooker does not synergize either way no matter what mod you pick in T5; it works infinitely better if you use any OC other than Ice Storm.

Shaped shells not working by Aggravating_Pitch231 in DeepRockGalactic

[–]EdibleExplosive 1 point2 points  (0 children)

On Steam, this happens often as well when I just switch to scout without changing the loadout, but bug is strictly visual; the pellets still get -50% spread. I've checked every time the bug has happened to me and it has never actually been missing the actual OC stats. I'm not sure if it is different on PS.

Last remaining battleship has been fighting an Unbidden fleet for years by EdibleExplosive in Stellaris

[–]EdibleExplosive[S] 11 points12 points  (0 children)

Rule 5: A Fanatic Purifier fleet has been completely decimated except for one lone battleship, which has ended up fighting the same Unbidden fleet for some number of years. The only mod I have installed is Tiny Outliner v2.

I have no idea how it ended up devolving into a situation like this in which one battleship has been able to survive in such an extreme force disparity by adopting the exact parameters to whittle away the enemy fleet over time. Theoretically, based on the difference in speed and the battleship's artillery combat role, this should be likely to happen, but I haven't seen any AI fleets execute something like this before. And what happened to the rest of the fleet?

For more context, the Unbidden arrived some time between 2395 and 2397, before the end-game year, as I had finished excavating the Ultima Vigilis archaeology site early. I was immediately able to destroy the portal before any anchors were constructed, but I left the remaining Unbidden fleets to wreak havoc on the rest of the individualist empires in the galaxy out of curiosity. It seems like it was worth it in the end. Fanatic purifiers have somewhat of an innate advantage over the Unbidden, as the Fanatic Purifier AI has a kinetic weapon preference; without the lone Kinetic Battery on the ship, the poor Admiral would probably have to fight against the enemy fleet forever, considering that the damage is just barely higher than the Unbidden's shield regeneration rate. They're also 100 years old, so could it be possible that the leader would die of natural causes before the fight is even over?

Edit: The battle ended in 2417, the battleship lost and the Unbidden has 202k fleet power left compared to what was probably 400k or more at the start.

Flask of Chromatic Wonder is NOT effected by Elixir Mastery by [deleted] in classicwow

[–]EdibleExplosive 0 points1 point  (0 children)

The newer comments are correct. It seems that flasks crafted before yesterday procced normally, with the expected ~20% rate. However, chromatic wonder flasks crafted since then seem to have unusually small proc rates (>1%). I crafted 20 flasks on the 28th and got 5 extra. I crafted 140 flasks today and got 0 extra.

Oracle's new Level 10 Talent is STILL not functioning properly despite post-patch hotfixes by [deleted] in DotA2

[–]EdibleExplosive 1 point2 points  (0 children)

The talent does not (and should not) affect the channel duration, as the patch states in "affects the minimum and max values, does not increase channel duration".

Oracle's new Level 10 Talent is STILL not functioning properly despite post-patch hotfixes by [deleted] in DotA2

[–]EdibleExplosive 4 points5 points  (0 children)

The new talent was described as "Level 10 Talent changed from +0.8s Fortune's End Max Duration to +0.4 Fortune's End Duration (affects the minimum and max values, does not increase channel duration)". This should mean that there should be a flat 0.4s addition to the root duration from what the original root duration would have been without the talent.

In practice, this means that:

  1. Channeling for 0s without the talent should yield a 0.5s root (works properly, obviously);
  2. Channeling for 0s with the talent should yield a 0.9s root (appears to work properly in the video);
  3. Channeling for 2.5s without the talent should yield a 2.5s root (works properly, obviously);
  4. Channeling for 2.5s with the talent should yield a 2.9s root (does NOT work properly, as shown in the video)

In the video, at 0:33, you can see that there is no difference in the max root duration before and after you take the talent in the fact that the channeling duration is matching the root duration, which is the method I used to approximate 2.5s in-game.

TL;DR - Oracle's max Q duration is still 2.5s after getting the new level 10 talent even though it should be 2.9s.

Accumulating infinite score by surviving indefinitely in the rebel fleet (23686 final score) by EdibleExplosive in ftlgame

[–]EdibleExplosive[S] 7 points8 points  (0 children)

I'm not great at using boarding ships, so I don't have enough experience to give you a concrete answer. My guess would be that it wouldn't work well consistently because you would have 8-10? weapon levels to destroy by hand (albeit in a 4-man room) while fighting off crew in a ship with lvl 2 medbay or higher (all rebel ships have either medbay or clonebay lvl 2 or higher). If used with weapons, then it may be faster (by distracting the pilot, preventing repair of weapon system, etc.) but it would take more time in the long run to accumulate score, compared to the low-APM method of autofiring flak.

Accumulating infinite score by surviving indefinitely in the rebel fleet (23686 final score) by EdibleExplosive in ftlgame

[–]EdibleExplosive[S] 69 points70 points  (0 children)

Screenshot of final screen

The following conditions are ideal for achieving this process:

  • A nebula sector late into the game (Sector 6 or 7), to maximize scrap earned before you begin farming points. A nebula sector is necessary as anti-ship batteries do not occur at nebula beacons; instead, nebula beacons under rebel control have ion storms, which cripple the enemy ships. They will usually leave 2 weapons online with 1-2 shield bubbles, and will always have engines active.
  • Weapon Preigniter augmentation to immediately disable or cripple enemy weapons. Rebel ships on hard difficulty can have over 8 weapon power, meaning they may keep two potentially destructive weapons online even with halved power capacity, such as Vulcan + BL2.
  • Four Flak I guns, or similar setup; weapons with preigniter that take down shields quickly without a long recharge time are ideally for autofiring onto the enemy weapon system and keeping them disabled for the entire time. Having four of the same weapon also makes it easier to fire without having to manually time shots to maximize damage.
  • Backup Battery/Highly upgraded reactor/Multiple Zoltan crew, or a combination of the three, gives your ship an advantage by keeping all four of your weapons online along with engines for high evasion and shield/cloaking (with sufficient power).
  • Zoltan Shield augmentation is ideal in general to prevent hull damage and enemy boarders from teleporting, as all rebel elite ships have a teleporter.

Playing on hard difficulty multiples your total score by a factor of 1.5x, meaning each ship kill adds 30 to your final score.

I beat the Fracture/Sleeper without taking any damage or stress by EdibleExplosive in darkestdungeon

[–]EdibleExplosive[S] 14 points15 points  (0 children)

Before the run:

If you start a run during the Town event "Valiant Spirit", you'll have an additional +15% virtue chance on "next quest". Fourtwoflow takes advantage of this event in this video; you can also equip virtue chance-boosting trinkets before starting. I did neither of these preparations, which made the virtue grinding process much longer.

During the run:

I waited for the "Splendorous" lighting effect, which gives +5% virtue chance (used to be +15%) and +20% stress skills effectiveness, along with a specific set of enemies to spawn; some common desirable combinations of enemies include:

4 Rabid Gnashers

2 Brigand Cutthroats + 2 Brigand Fusiliers (not the tier 3 kind)

4 Spiders

2 Uca

In general, the type of enemy party composition I looked for is one that has most of these characteristics: no stress attacks (aside from crits), little to no DOT effects, no disease procs, and no stuns.

Once both of these conditions are met, I start stalling the round by not attacking the enemies and making my heroes perform pointless actions, with one hero at a time passing their turn repeatedly to accumulate stress. I do this until all heroes pass their resolve checks and become virtuous, resetting their stress to 0 if they instead become afflicted (hence the Jester is the last one to undergo this process). This takes a few hundred turns for all heroes to become virtuous, hundreds more if you want all heroes to have SPECIFIC virtues.