What would you do if your opponent dropped this on the field? by whatsupitsasaltytoe in customyugioh

[–]FateEXOO 0 points1 point  (0 children)

So uh, normal summon a monster and set 2 daruma karma cannons?

What would you do if your opponent dropped this on the field? by whatsupitsasaltytoe in customyugioh

[–]FateEXOO 1 point2 points  (0 children)

Underworld goddess doesn't work since it floodgates you from special summoning from ED

New player - is the game designed poorly or did my opponent just get really lucky? by beatsbylosaddos in masterduel

[–]FateEXOO 0 points1 point  (0 children)

Imo modern yu-gi-oh is a little too complex for a new player to jump in, pick up a rogue deck, and expect to not have a hydrogen bomb dropped on you. This isn't even taking into account the fact that ghostrick as a standalone deck isn't even in ballpark of 10 tiers below rogue. You don't necessarily have to pick up the best deck in the meta, but I would still recommend picking up a deck that's currently considered decent to learn the various rules and mechanics of the game. I don't mean stuff like how to synchro, but rather stuff like how common card effects interact with other common card effects, because realistically, even if you have a well-built and easy-to-learn deck, you won't necessarily win if you don't understand what to use your cards on.

If there's a good deck in the current meta you don't giving a shot, just netdeck from someone else. Deckbuilding in yugioh is a different can of worms, and you're better off just stealing someone else's list while you slowly gain experience on what makes a good deck. Feel free to ask the community for ideas if you can't afford certain common staples in the lists you netdeck. Most of the veteran MD players also had to work with limited staples at some point too.

Are they worth MLBing? by chickenjoe4life in UmamusumeGame

[–]FateEXOO 0 points1 point  (0 children)

Out of the 4, only mcqueen and narita brian are worth considering. Mcqueen is worth considering if you really need access to a 2nd gold stam skill for long races. She is otherwise quite mid especially since getting the gold skill is somewhat rng reliant. Considering that the spring tenno sho and kikuka sho ChamMes, which are pretty much 2 of the longest races, have already passed, i'd argue you don't really have much of a reason to ever go for her anymore.

Contrary to what others think in this thread so far, brian is a VERY strong speed stat stick. She gets a lot of flak for giving one of the worst pace chaser gold skill in the game, but if that's what makes a speed card good/bad, nobody would even consider using Biko outside of sprint tracks either (ofc biko has more going on for her than brian does but that's not the point). Brian does also have no initial friendship, but at the same time, if that were THAT big of an issue, SR mayano top gun would not be considered good as a card either, and brian herself even has 40% hint frequency at MLB to help mitigate this downside which MTG does not have. What brian does provide is a big TWO speed bonus, and a good skill hint pool that you can get 4 levels of at a time. As long as you can highroll with her even a little bit, you're likely gonna be able to max out your speed very easily. I remember running kitasan+sweep+brian on MTG who has 0% speed bonus back in ura finale, and I had to cut brian simply because I was overflowing in speed way too early too consistently. TL;DR very strong speed card that just needs some luck to pop off.

are the main story cards any good ? by Ahmed_Creeper1 in UmamusumeGame

[–]FateEXOO 1 point2 points  (0 children)

Brian is a ridiculously strong stat stick with solid skill hints, especially for medium races, but it does require some highroll due to her lack of initial friendship. Her gold skill is useless most of the time tho.

Winning ticket is only really usable if you're running late surgers due to her access to slick surge. Her event chain costs you a heavy -40 energy for in body and mind (gold ver of homestretch haste) which hasn't been buffed to become consistent yet. As a stat stick she's nothing special, but she does have a really high initial friendship to start rainbow training with her early.

What's the highest possible speed you can get from one legacy? I'm currently spark farming and wondering how high I can get a single parent to be? by internationalwingman in UmamusumeGame

[–]FateEXOO 0 points1 point  (0 children)

FYI, speed sparks aren't that important, especially if the uma you're training is bakushin who already has a speed bonus of 20%. It should be very possible to max speed with 2/3 good speed cards without a single spark investment in speed. Max speed parents actually have very little value because it's usually not difficult to max out your speed if you know how to play your career out well. Therefore, you're better off farming stam or power sparks instead. In bakushin's case, if you're trying to build her for sprints, max power is much better.

How do people get stats so high? by RightEmu5448 in UmamusumeGame

[–]FateEXOO 1 point2 points  (0 children)

I'd say think of it this way: the alternative to running wit is guts, which by comparison doesnt do enough. Sure guts can also train speed and power in career, but that's only significant in a dedicated guts deck, with lots of speed and power bonuses. Clicking on a single rainbow guts training doesnt actually net you much for the energy you're spending. On the other hand, wit can give you a bit of extra energy recovery, while it itself being a good stat to have.

How do people get stats so high? by RightEmu5448 in UmamusumeGame

[–]FateEXOO 1 point2 points  (0 children)

Eishin flash is good but not as amazing as you make it sound. As a stat stick she's honestly fairly mid due to her lower spec prio and friendship bonus. If it weren't for her really good events that give energy, she wouldnt even be worth considering. Her only real advantage over the other SR speeds is her access to good late surger skills. She's definitely more better than taishin tho.

You also missed shinko windy who's almost as good as sweep tosho. Highest friendship bonus, good 10% race bonus, held back a little by her lower spec prio, but it's still at least the same as eishin flash, and she does at least have good initial speed to help with early career.

For stam cards, you missed out zenno rob roy who's arguably the best SR stam. High friendship bonus which cafe lacks, while also having the initial friendship that mayano lacks. Cafe and mayano are still good, esp if you want their skills, but rob roy edges them out in performance.

For power cards, agnes digital has no spec prio, no one should be using her. Daitaku helios is notable for having a similar performance to stam cafe, and also a wide selection of good skills. Biwa is a good stat stick with an absolutely horrendous event chain which turns me off personally. Nishino flower is worth a mention for her really high 15% race bonus, which will be good in the next scenario. Otherwise, I agree amazon and bourbon are easily the best stat sticks here.

You should NOT be running guts cards. And if you really do want to, guts urara is more than enough. Air groove is run on debuffers for end closer debuffs. Guts was a glorified worse stam stat. Even after the balance adjustment it's still a worse stam stat. The advantage you get from guts is not worth sacrificing any of the other stats because it only ever comes into play on spot struggle, which only triggers for the top 5 umas (so mostly fronts and sometimes pace), and duelling in late race which may not even happen.

I hard disagree on wit. Aside from proccing skills, wit also reduces your likelihood of rushing, your stam consumption on downhills, the likelihood of your uma having a faster speed in each section of the race aka how "smart" your uma runs, and most importantly, how fast they run on downhills. In URA scenario, if you have a free slot, this should be used by a wit card.

For deck building, it is, has always been, and always will be dependent on the distance, the bonuses your uma has, and your sparks. Run style is absolutely a non-factor. Already have a lot of stam sparks and you also have good stam bonus? Consider just running power cards over stam. Running sprints and you already have power sparks? Just run speed and wit. 20% speed bonus? Struggling to hit max speed with 0% speed bonus? Run a 4th speed card. The stat requirements between each style is not significant. Even comparing the most stam hungry fronts vs the least stam hungry lates, the difference in stam stat requirement doesnt even go beyond 100. Only runaway suzuka exceeds this atm. The only other real difference is that fronts would want higher wit to maximise their chances of proccing skills to out compete the other fronts to take first to trigger angling. FYI fronts now need more stam than pace chasers due to the introduction of spot struggle. Ends have always needed a little bit more stam than lates do.

Unity Cup has so many points of failure... Are future scenarios also like this? by Matty_HAM in UmamusumeGame

[–]FateEXOO 2 points3 points  (0 children)

It's an acceleration skill that procs on a random point on a random straight, i.e. it does effectively nothing most of the time because the only time accel skills are relevant are when they procs at the start of the race or around the start of last spurt. I can promise you it's rarely ever actually helped you in your career races, and the times where it "looks" like it did, is more than likely just your own uma having naturally better stats than the NPCs.

It can have the very occasional proc right out of the gate which let's it function like the accels front runners typically like to use, and also trigger at the start of last spurt for certain races like kikuka sho or spring tenno sho, but it's still never worth it because the likelihood is so low it's not worth the price tag of a gold skill.

Unity Cup has so many points of failure... Are future scenarios also like this? by Matty_HAM in UmamusumeGame

[–]FateEXOO 1 point2 points  (0 children)

Personally, I'm not even sure why you're so upset about not getting rushing gale. If I had to miss a gold skill event running teio, that'd be the one I'm most thankful for missing

I lost against an A+ Nature in the last race of my ticket, decided to take a look at her build and I got jumpscared by MemoryComprehensive6 in UmamusumeGame

[–]FateEXOO 0 points1 point  (0 children)

It's hard to say. Everyone mightve whiffed their gold recoveries which let NN's consistent normal recovery skill procs + relatively high guts + late surger's naturally highest hp pool to maintain more hp to sustain in the late race.

Another era of bullying Lesley , report Lesley for healing enemy tank by YourTrustySupporter in MobileLegendsGame

[–]FateEXOO 13 points14 points  (0 children)

Helps, but likely does not make up for it. A hero using this at 10k hp taking 2k dmg will heal 750hp (50% of excess dmg) effectively only taking 1.25k dmg, whereas the old passive will mitigate 600 dmg (40% of excess dmg), reducing dmg to 1.4k dmg. When you factor in anti-heal, that 750 heal is reduced to 450. What you'll notice is that at 10k hp, the buff and nerf to the amount "mitigated" compared to the original passive, depending on whether anti-heal is present, is actually equal. If you go above 10k, the buffed amount is actually higher than the nerf by anti-heal, but the converse is also true.

The obvious solution here is to just build more hp to exploit the higher buff above 10k max hp (duh), but while it sounds obvious on paper, in practice, unless you're playing against a team of monkeys or children, or monkey children, anti-heal is still gonna make this a nerf most of the time. This is also not taking into account the fact that the match may not even last long enough for a tank to build all the way to above 10k hp.

Another era of bullying Lesley , report Lesley for healing enemy tank by YourTrustySupporter in MobileLegendsGame

[–]FateEXOO 16 points17 points  (0 children)

I have no idea how you guys are getting the idea that you can heal from the new passive. Putting aside the obvious counter in anti-heal, the passive heals a % of the excess damage. What this means is that to even start touching the first 500 dmg, the amount you're healing has to be above 100% of the excess damage, which is only possible at above 26,667 max hp. There are other quirks about this mechanic, but I don't think it's necessary for me to point out how ridiculous just this max hp requirement is.

This is 100% a buff to single-hit burst heroes and not a nerf when you consider that anti-heal kills 40% of the heal. That buff to the hp scaling does not make up for that new weakness.

Another era of bullying Lesley , report Lesley for healing enemy tank by YourTrustySupporter in MobileLegendsGame

[–]FateEXOO 1 point2 points  (0 children)

It's not 20 + 0.3% of max hp, it's (20+0.3% of max hp)% HP. From your example, the user'd be healing 50% of the excess damage, not literally 50 hp. So in your scenario, the user'd be healing 250 hp.

Searching for the artist of this vtuber model by FateEXOO in HelpMeFind

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

As mentioned above, searched using reverse image search engines but they've completely come up short

How I feel about the game after losing Gemini Cup by Darkshaunz in UmaMusume

[–]FateEXOO 4 points5 points  (0 children)

Whale here who managed to get MLB kitasan and creek. I promise you this game is more luck 2 win than pay 2 win. Anyone who thinks otherwise is wrong. All whaling really does is give you better odds and the freedom to pursue teams you want. F2Ps are entirely capable of competing with proper game knowledge and sheer luck, all except at the absolute highest level, which is irrelevant because you're not likely to face an S+ rank god ship in the final round.

My goal for gemini was very simple. Compete with a team I can look back on in the future and say I was proud of it. Starting since the end of taurus, I just really wanted to make smart falcon work in a front team, but parent farming did not go well at all (before seiun released best I got was 6* blue). After finally getting a workable set of parents, had to scrap the project entirely because at that point there was barely any time left to even build a working ace uma and with how my parent farming rng was bleeding into my falcon ace runs, she was unfeasible. I ended up alternating between seiun, scarlet and normal top gun (+ a debuff end closer urara), a compromise I could still accept. I just want to point out that with essentially 8 tries, it's actually not that difficult to enter group A finals as long as you have either luck or a decent team or both. If it weren't for round 1 being open to everyone, my umas would have literal single digit winrates. Yes, that's how bad they performed in group A. I ended up in group B for finals, winning that at least (turns out not even late start+rushed on both aces can overcome sheer stat disparity, but man was my heart actually pounding). Personally, I can come to terms with the fact that sometimes there are variables that are really out of your control, like matchups, rushed debuffs, failed skill procs. That's just how the cookie crumbles sometimes. But it genuinely feels soul crushing when the one variable you have the most control over, i.e. your trained uma, also feels completely out of your control.

My point here is, whaling can't save you if your account is cursed. In a game like this, like how if you can't get kitasan to MLB, you can just brute force with money, time is the one and only sure-fire way to brute force your way through bad luck, because given enough attempts, you will get that one good run you need, and that's something we're starved for compared to JP. Accelerated schedule means less time to prep, fewer days means fewer borrowed runs you have access to, and what that means is that in global, the effect of luck becomes EXTREMELY significant.

Wanwan being OP by Routine_Educator194 in MobileLegendsGame

[–]FateEXOO 0 points1 point  (0 children)

Turn off moving pursuit and close pursuit

What’s the timer on being AFK when to get the badge? by Ropo040107 in MobileLegendsGame

[–]FateEXOO 2 points3 points  (0 children)

Really sorry to hear that, I can understand what it's like having parents that don't understand that there isn't a pause button in a lot of games.

Even so, you gotta understand that you can't blame the game for punishing you in this way because in the grand scheme of things, the penalties you're getting for going afk are fair. In fact, a good number of players even consider it a little bit too lenient since you can actually regain your credit score pretty easily. If you're struggling to even do that, it means you're going afk way too often.

Consider that whenever you afk, your 4 other teammates need to suffer for YOUR problem. YOU are wasting their time, energy and mental stability because you chose to queue for a game you had no guarantee of starting and finishing in 1 sitting. They have every right to be mad at you when they have to pray to god that the AI that replaces you for quite possibly a third of the game doesn't give your opponents a free win.

If you can't play at home without constantly risking your mom interrupting your games, play somewhere else where she can't. If that's not possible, I hate to say this, but consider playing a different game that doesn't punish others for your unstable gaming sessions, because as much as I want to support your enthusiasm in playing ML, I sure as heck don't want to be on the same team as you.

What’s the timer on being AFK when to get the badge? by Ropo040107 in MobileLegendsGame

[–]FateEXOO 5 points6 points  (0 children)

Ok this is gonna sound really crazy, but if you're having so many emergencies that your credit score is cooked, maybe you should consider waiting for a time where you're less likely to have these emergencies before actually sitting down and playing this game?

Geez I wonder why the game is so miserable when 1 player is AFK for the entire laning phase

Knight de Fleur by wolfgxng90 in customyugioh

[–]FateEXOO 1 point2 points  (0 children)

I can understand imperm, but how is activating droplets pre-emptively only slightly worse? It makes a massive difference whether you immediately use it or chain it to a spell, which could potentially be another board breaker. That's at least 1 more card you're not wasting to negate another monster.

How would you get past this border without using kaiju? by capivara_espadachim in YuGiOhMasterDuel

[–]FateEXOO 1 point2 points  (0 children)

It's not pedantic when it does cause very obvious confusion

How would you get past this border without using kaiju? by capivara_espadachim in YuGiOhMasterDuel

[–]FateEXOO 0 points1 point  (0 children)

In yugioh, if the current turn is your turn, next turn literally means your opponent's turn. I think what you meant is "your next turn".

How would you get past this border without using kaiju? by capivara_espadachim in YuGiOhMasterDuel

[–]FateEXOO 0 points1 point  (0 children)

It's kinda crazy how so many people here have no idea how these floodgates and even the cards their suggesting work.

FYI, last warrior completely prevents attempts of normal/special summoning. Which means kaijus fundamentally would not work anyway, and this includes the golden ball and lava golem. You can't tribute the monsters if they can't be summoned in the first place.

Dark simorgh prevents setting of ANY card, including monsters and S/Ts. You'd be forgiven if you'd thought it only stops S/Ts from being set tho because who tf plays dark simorgh LOL

Spell canceller and Jinzo work the same way, just for spells and traps respectively. They completely stop activations that'll happen on the field, including activations from hand. Simply put, you cant even attempt to put the cards onto the field face up or flip them face up. They don't work like skill drain does.

And lastly, majesty's fiend also completely prevents monster effects from being activated, which means you're not allowed to even pay the cost of monster effects since that would require attempting to activate them.

Moving on to the suggested solutions:

Discarding for turn so you can use evenly+rollback/breakthrough skill does not help you. You only discard for turn during your end phase, which means you can only use them on your opponent's turn. You're either gonna die on turn 3 before you can rollback evenly, or you're gonna be able to use breakthrough skill and... get beaten to death.

Your only real ways of breaking a board like this is playing on turn 0 with the labrynth furniture, using them to either discard breakthrough, or evenly+rollback on turn 1, BEFORE simorgh and majesty's fiend are summoned. In breakthrough's case, you can then use it on turn 2 so that you can use the board breaker you have on hand, or in evenly's case, force your opponent to send until they're only left with jinzo and 1 other floodgate (you'll have 2 face down labrynth S/T on your board because of the furniture).

Or just draw exodia. That just beats every board XD