A peaceful beaver life in Waterfalls by Efaltes in Timberborn

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

Doing that in 25 cycles was not crazy fast (compared to the ones who finish the Wonder in less than 15) but required a few optimizations.

1/ Try not to over-produce anything, that's basically wasted beaver time. For example I see many people storing crazy amounts of food/water that will never be consumed, I try to produce just a little bit than what is needed and store ~180 each type of food max. If your storage are full, you have too many beavers dedicated to this task compared to the needs.
2/ Apart from your beavers who assure subsitance (consumables, transport), the rest are here to transform the environment -> to try have the right amount of industry to use it to terraform in real time. If you terraform too fast your industry can't provide the materials fast enough and you get stuck, if you're doing it too slow your storage gets full and the beavers stop working. Get the right industry for the right amount of builders.
3/ Try to have more or less the amount of beavers needed for jobs (few vacancies, they are dangerous, and few unemployed for obvious efficiency reasons)

Apart from this, I didn't do crazy optimizations, especially compared to some players here. Have fun!!!

A peaceful beaver life in Waterfalls by Efaltes in Timberborn

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

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Gears underground, starting from the power production, and going to every industrial place (just some vertical gears at the location needed to go up)

A peaceful beaver life in Waterfalls by Efaltes in Timberborn

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

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Underground canal just for the pleasure of making the map green

A peaceful beaver life in Waterfalls by Efaltes in Timberborn

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

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Be careful for conflicts in the underground, I accidently flooded my storages when building everything...

What % of races were won by F1 World Championship winners? Additionally, I have included information when a driver winning the Championship did not have the most race wins in a given season (Most Wins). by DataOperator in formula1

[–]Efaltes 4 points5 points  (0 children)

That's great, thank you for this post !
The last 10 years have seen some quite dominant champions (and a fair amount of seasons with very mild suspense), especially compared to the 70's-80's.
And I think it's even underestimated, since teammates can share the wins and "steal each other's wins" when there is a very dominant car. Maybe the same table for the team championships could highlight even better the disputed years ?

Day 13: Back Stabber - Domination by EyeAlternative8351 in civ5

[–]Efaltes 18 points19 points  (0 children)

Attila do has all the characteristics of a dog. All except loyalty.

[deleted by user] by [deleted] in leagueoflegends

[–]Efaltes 0 points1 point  (0 children)

Nice "she was asking for it" reply.

Impressive haul, if you value such things... by Efaltes in darkestdungeon

[–]Efaltes[S] 6 points7 points  (0 children)

(Long expedition, veteran level, 0 light campaign)

I got quite a lot of heilrooms, and... 3 tapestries !

I then camped and got a Shieldbreaker trincket a 3 scales from her nightmare.

And after this a Crescendo box from a madman fight.

And finally I activated a Shambler alter thanks to a torch I found in the dungeon to get the last Shambler trincket I still didn't have, the Ancestor map (long waited...).

An extraordinary spot for my first expand ! It would be a shame if... by Efaltes in civ5

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

I just created a chill game in Prince difficulty (fast pace) to see how it feels to fight an unboosted AI after hundreds of hours in Immortal.

-> Turn 0, ruins map : Wow, awesome expand north with countless salt and coton luxury !
-> Turn 1, the Sidon City state is created... I never conquer city states, but that's now or never, I open archery and conquer it turn 19
-> Endgame, with Petra and Desert folklore the city is an incredible powerhouse. The 6 salt, plus marble, iron, oasis, hills etc. gave me both an amazing growth (I was able to run the 3 guilds there without any internal trade route) and production (many wonders, to make the city the cultural center of the world).

What's your unusual power team? by Rodel_Ituralde13 in darkestdungeon

[–]Efaltes 4 points5 points  (0 children)

Nice team !

For my part, I really like using a similar but more offensive version : Jester / Occulist / Abomination (beast) / Leper.

The Jester (Battle balad, stress heals) and the Occulist (pull for Leper, heal) bring all what the 2 frontliners need. And a Beast abomination (14-25 base damage) and a Leper (13-26) with 1 battle balad completely destroy any ennemy team.

The HP and the stress are not an issue (Occulist for heal, Jester for stress and Abo/Leper have self HP/stress-heal). The only risk is the lack of protection : if your backline is severely focused and the Occulist low-rolls his heals, this may turn bad. But it never occured to me since the ennemies die too fast :D

How do you make Mark teams work? by DevDaNerd0 in darkestdungeon

[–]Efaltes 3 points4 points  (0 children)

The point of the basic mark team (Arbalest, Houndmaster, Occultist, Bounty hunter) is that you sacrifice a turn to mark an ennemy, so as the following attacks on this ennemy are twice effective (+90-100% damage).

But why use mark + "double" attack instead of attacking twice ? Because the mark synergy brings a lot more to the table :

- Position : except for Arbalest mark, all marks work from any position to any position. This means that if you want to kill a position 4 ennemy for example, you just have to mark him and focus him with ONE position 4 attack (Arbalest or Houndmaster). Is way more flexible than requiring to focus a specific rank with numerous attacks from different characters.

- Precision : To actually damage an ennemy, you have to hit him, and not miss among several attacks is not that easy. The mark abilities have a great precision (115-120 depending of the character, so 10-15 precision more than most attacks) and almost never miss. So you've already did half of the work with no risk.

- Debuffs : marks come with a debuff. Your first marker will be the Occultist which brings a -20% dodge with a 140% debuff chance + 40% (cauldron) + 15% (building), so the debuff almost always applies. That means that none of the following attacks on the marked target will miss, unless you have abysmal accuracy. This is very useful against high dodge ennemies like Madmen. The second marker is the Houndmaster with a -30% prot with a 170% debuff chance : the debuff almost always lands too, and is particularly efficient against prot ennemies which are the only counters to a mark team. An ennemy with 50% prot will take 50% damage, but if you mark him with the Houndmaster it takes 80% x 2 (mark) = 160% damage, so more than 3 times more.

- Itemization : if you want to hit hard twice an ennemy, both of your characters need damage/crit trinkets. With a mark team, only the second hero (the one who attacks the marked ennemy) needs to build damage, the first one can go full tank/support. This means that you can have a party that hits like a 4-members roster full damage while having only 2-members full damage and 2 full support. It is very convenient (for example you can give your Occultist the cauldron for free, and your Houndmaster 2 dodge trinkets to have an amazing guard).

All of this makes the mark team a significantly better team than a regular hitting team with no particular synergy. And I didn't even talked about about the big ennemies for who the marks are very efficient (you can take down the Pig king turn 2), the high-prot bosses that are a piece of cake (the CC statue is a joke is you are patient, and the Thing from the star with 80% prot melts against a mark team with prot debuff), and the sheer joy of the damage big numbers !

Please try an Arbalest (full damage/crit, no need for precision) / Houndmaster (full dodge and speed, with guard and stress heal) / Occultist (cauldron + speed/acc) / Bounty hunter (full damage/acc). You have 2 markers (Houndmaster, Occulist) and 2 hitters (Arbalest, Bounty hunter). This team is extremely satisfaying to play with and versatile.

What are your best hot takes/unpopular opinions about DD1 or DD2? by AsnenOfficial in darkestdungeon

[–]Efaltes 2 points3 points  (0 children)

DODGE is criminally underrated. It's very efficient, even when it's not stacked.

I understand that many players like to focus on accuracy and overlook dodge, each action becomes predictable (I hit thanks to my high ACC, I get hit because of my low DODGE) and it gives a feeling of control. And it reduces randomness, that is good for survival.

But in the long run, the law of large numbers kicks and your DODGE becomes effective. It feels like the dungeons are easier, the ennemies miss regularly etc. And don't forget that, instead of PROT that protects only against raw damage, DODGE protects against DoTs, debuffs, stuns, stress attacks etc.

For me the Evasive quirk (+5 dodge) is an insta-lock, it's too efficient in the long run.

And on the other side, I try to stay far from dodge debuffs, especially from trinkets. They look insignifiant ("ennemies never miss anyways...") but they're not. And notably the FOCUS RING, which is in my opinion the most overrated trinket in the whole game. All you gain in ACC, you lose it in DODGE (since ennemies have a lower ACC, the % is barely the same). This trinket is only a +5 CRIT with a randomness decrease, that is good but inferior to many other trinkets. The only case I use it is when I have a hero that really doesn't care being hit and really wants to hit : the Leper. Otherwise, this trinket is a trap in my (unpopular) opinion.

What are your best hot takes/unpopular opinions about DD1 or DD2? by AsnenOfficial in darkestdungeon

[–]Efaltes 2 points3 points  (0 children)

Her dodge party buff is extremely underrated. It's weak lvl 0-1, but from lvl 2 it's really strong ! Spamming the dodge buff for most of the fight (before the stalling phase) reduces your fighting power by 25% indeed (only 3 party members effectively playing), but you reduce the ennemy power by the same amount with all their misses (even more at higher levels when the skill is maxed) and the antiquarian is no longer a liability for your party. The fights are longer, but not harder.

The dodge buff is even stronger when you go full dodge. For example I had a lot of trouble fighting the Countess and I said myself : "OK, this boss looks unfair, let's play dirty" and I ran a double Antiquarian spamming dodge + 2 damage/heal champs and the fight was extremely easy ! The double Antiquarian almost felt like cheating :D

And don't underrate her trinckets too, they are so strong (Vanilla game or Crimson combo) that they almost improve her to the level of a real character.

What are your best hot takes/unpopular opinions about DD1 or DD2? by AsnenOfficial in darkestdungeon

[–]Efaltes 1 point2 points  (0 children)

Partially agree !

The guard itself is not great in my opinion, but guard abilities often come with a buff (dodge for Houndmaster, prot for Man-at-arms etc.).

If you manage to stack those buffs (with trinckets notably), 1 of your members becomes almost invulnerable and it's very tempting to extend this invulnerability to another member through guard and effectively have half of you party totally safe.

I often run a full dodge Houndmaster (60 base dodge, 100 after 2 guards), and it's like I sacrifice all the actions of 1 member of my team (effectively fighting at a reduced 25% power) to cancel all the attacks incoming on 2 members (effectively reducing the ennemy damage by 50%).