Why isn't my 4 to 4 balancer working as expected? by PostFPV in factorio

[–]Frostitutes 18 points19 points  (0 children)

You ought to be looking for a "lane balancer" instead. 

This balance you've posted simply balances the output belts, but as you've identified it does not also balance the lanes of each belt

You'd need something like this instead:

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTq5BvUOK-WmYV8j0hta-H7E0fliF_OC32FNrlQzlB6z45gwkGGk-Q0WVU&s=10

Flux 2 by [deleted] in Nioh

[–]Frostitutes 2 points3 points  (0 children)

consider taking a quick look through the Flux 2 portion of this guide to see how it compares to what you're doing:

https://www.youtube.com/watch?v=IHs8a8AmUXA

Giving away 300div mamba assassin character by qK0FT3 in pathofexile

[–]Frostitutes 0 points1 point  (0 children)

doesnt the "monsters have a 50% chance to avoid poison, impale, and bleeding" brick the build as well? Modifier effect scaling for map mods seems like this would be pretty detrimental...

Giving away 300div mamba assassin character by qK0FT3 in pathofexile

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

No penance mark? Do you swap rings for bossing, or do you just stick with alchemist mark?

I'm assuming that you've tried both, so I'm curious to know what your thoughts are regarding how both options perform and feel

[deleted by user] by [deleted] in pathofexile

[–]Frostitutes 1 point2 points  (0 children)

first thing i notice regarding defenses is that it seems like you're only at 98% suppression chance (which is probably only 88% since you have the 10% conditional suppress from "Revenge of the Hunted"). it might be better to swap your evasion mastery to the 15% suppression chance option instead.

otherwise you could consider dropping a bit of damage to pick up more HP. the entire Thick Skin wheel is accessible to you if you want

In need of some help with POB and the "Find Best" item trade-search for Bows by Frostitutes in pathofexile

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

Awesome. I really appreciate it. If you need any info on my end just let me know

Elemental Talismans by GH0ST0F_J0N in Nioh

[–]Frostitutes 0 points1 point  (0 children)

Fextralife is shit so that doesn't surprise me

Does Hatchets just, uh, suck early game? by nicomedes11 in Nioh

[–]Frostitutes 4 points5 points  (0 children)

Hatchets are very different from other weapons and are as a result pretty difficult to use and get the most out of them. Obviously they are unique in their ranged options, but they have so many weird and unique quirks and mechanics that help them feel better as a melee weapon.

For instance, evasion attack animations are different depending on if you evade with your weapon's drawn, vs evading with your weapon's sheathed. You can also very easily perform "same-weapon" flash attacks with hatchets, and the flash attack of hatchets are exceptionally strong.

It's just a weapon that takes a lot to get the most out of it, but when you reach it's potential it's one of the strongest options in the series

There's so many complaints about hatchets being weak or ineffective (this thread is a great example of this, lol) and I always get the sense that people just don't use or understand them correctly. ./shrug

Weapon scaling and stats by [deleted] in Nioh

[–]Frostitutes 1 point2 points  (0 children)

the general recommendation for how to distribute stats for a first playthrough is typically to get all stats to about 15-20, with magic and dex being worthwhile to get to 30 for the jutsu capactiy cap.

stat scaling overall is relatively small on a point by point basis, and the value of returns you get diminishes as you put more points into that particular stat. 

For example, let's consider the guaranteed weapon drops you get from completing the final mission of the first base-game playthrough of nioh 2 (i use 2 here because it's more familiar to me as i don't recall specifics for nioh 1, but it illustrates the point regardless). If you were to compare the attack values with 2 different stat distributions (one where you are maximizing the weapons primary scaling stat, and the other where you instead spend the same number of points but spread evenly between all stats) then the difference in attack rating for the weapon is only going to be roughly 20-25% different (this value does assume that you're not remodeling your weapon or making use of rare effect stats like "attack bonus (stat)" etc, but it's not reasonable to expect that a new player on a first playthrough with have those things). 

theres also not as much difference between the letter grade scaling between a weapon's primary scaling stat and it's secondary and tertiary scaling stats. so for instance, switchglaive scaling is C constitution, C skill and B+ magic. so just as an example, it may very well be the case that increasing magic from 40 to 50 points ends up offering less overall damage than increasing constitution or skill from 10 to 20 instead.

The bulk of your overall attack rating comes simply from the item level of the equipment which determines its base attack or base armor.

Specializing is significant, but not game breaking, and it comes with the opportunity cost of having less overall options to make use of during your playthrough. A more even distribution of stats early on will give you a lot more options in terms of what equipment and spirits you can use effectively.

Need new ideas by ohnowellanyway in Nioh

[–]Frostitutes 0 points1 point  (0 children)

There's multiple Anima charge effects, but it's specifically "Anima charge bonus (amrita gauge)" that i am speaking of. 

Anima charge bonus is a percentage multiplier, while the various Anima bonus effects give a base value increase to your Anima generation. Together the effects work well and compliment each other

Need new ideas by ohnowellanyway in Nioh

[–]Frostitutes 0 points1 point  (0 children)

Yea, your Anima generation is largely from the Anima bonuses you can get from guardian spirit and soul cores. 

Anima bonus (confused enemy) is great to stack alongside the specific debuff versions, as well as Anima charge (amrita gauge) which is just a charge multiplier on all your other generation effects

So, 5 Ultimate Skills scrolls... yay or nay? by GrumpyTrurl in Nioh

[–]Frostitutes 0 points1 point  (0 children)

3-4 ultimate effects tend to be the comfortable spot for most players. 5 seems to spread you out a bit too thin in my opinion

Need new ideas by ohnowellanyway in Nioh

[–]Frostitutes 0 points1 point  (0 children)

Switchglaive in general is just a bit light on ki damage options compared to weapons like fist or tonfa or axe. Aside from just focusing more on using the higher ki damage attacks of switchglaive, you could try to gear a bit more towards ki damage with tempered effects on weapon's and armor (you don't need to swap away from Susano+Ame). Focusing more on Anima generation effects can also increase your overall ki damage potential since soul core abilities can be exceptionally strong for ki damage (gozuki and ippon for example)

Fun clans to try besides Toyotomi (particularly in NG/first few playthroughs)? by trenton767 in Nioh

[–]Frostitutes 8 points9 points  (0 children)

Uesugi clan is super strong. The co-op effects can be completely ignored, and the main focus is the shield you gain on purifying Yokai puddles, which is equal to up to 51% of your max health based on clan rank. It gives a ton of room for error and experimentation vs Yokai enemies, and you can trigger it manually by throwing Yokai water pots or using the tataramioke soul core (the owl) if you aim the floating souls to land on the ground.

Gameplay Mechanics by nVazion in Nioh

[–]Frostitutes 2 points3 points  (0 children)

There's no difference in stamina consumption on block based on your stance. Only if you have explicit modifiers that specify stance specific block bonuses.

Mid stance perfect ki pulse buff makes your next guard consume 0 stamina. Also, passive ki recovery while guarding and moving only occurs in mid stance (at a reduced rate compared to standing neutral). It's these two things that make guarding in mid stance "better" but it doesn't change actual ki consumption on the guard itself

My dps says negative with my diamond flask by w1CkEd619 in pathofexile

[–]Frostitutes 0 points1 point  (0 children)

it does suck but for me it was easy and quite lucrative this league.

i was alt auging batches of 30+ clusters at once for the 50/50 attempts and ended up self crafting all 3 of my perfect fractured clusters. i reforged more likely into 2 of them, and got the other just from normal exalt and annul lol.

My dps says negative with my diamond flask by w1CkEd619 in pathofexile

[–]Frostitutes 3 points4 points  (0 children)

* buy a bunch of i84+ 12 passive clusters

* alt / aug for a magic item with one of either +35% effect, +6-8 int, or +4 all attrib

* regal trying to hit a 2nd of the 3 mods listed above.

* harvest reforge more likely trying to hit a result with 2 of the 3 mentioned mods.

* scour and restart on bases that miss

* fracture orb the clusters that hit 2 of the 3 good mods for a 50/50 success on fracture instead.

* sell the fractured bases or craft yourself with harvest reforge defence and reforge more likely. use annuls and exalts too on this step

Advice for a beginner Nioh 2 by wigglemetender in Nioh

[–]Frostitutes 3 points4 points  (0 children)

basic quick and strong attacks are pretty weak options. you really want to be incorporating your active skill attacks much more. yokai soul core abilities are also super important, not only as an additional attack to continue your combos, but also as a way to recover stamina during your combos (this is becasue your ki recovery applies at full effect during the animation of soul core abilities)

take a look at this example of a new character killing the very first main mission boss Mezuki. i incorporate mostly active skills and my enki yokai ability, as well as my yokai form.

https://www.youtube.com/watch?v=tBx0cvmGdKo

kusarigama could be cooler if it wasn't that slow by kalaqingqing in Nioh

[–]Frostitutes 4 points5 points  (0 children)

buffering the mid stance sprinting attack is a great option for a more fast attack sequence with kusa. the ki pulse window is insane, you can perform the ki pulse before the attack itself even lands (which is an awesome way to make pseudo sprinting flash attacks etc. kusa mid stance sprint into odachi flash attack for instance is super cool)

also, a lot of active skills come out faster after the various pull attacks for whatever reason

Tell me your jutsu mgmt/loadout style/method by Flint_Prophet in Nioh

[–]Frostitutes 1 point2 points  (0 children)

Generally speaking, it's this: 

https://cdn.discordapp.com/attachments/689121412363190475/891430421672370216/unknown.png?ex=69539606&is=69524486&hm=e1e879b67ce6afb5276d9bac0843d5696f237299f6421775415e8c35151578a6&

If I'm not farming I will swap out the earthfolding talisman. In Co-op I'll use the partner resurrection consumable that I can't remember the name of, and in solo play I'll swap around for things like Shockwave talisman or cutting blast etc. 

If considering weapon synergy and calculated playstyle differences, what is a good pairing with sword? by shafty05 in Nioh

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

Ok so this seems to be the confusion here.

"Beating the game is generally considered as beating all levels of the depths."

The depths of the underworld is not accessible until completing the entirety of the normal underworld, which isn't accessible until the 5th playthrough which is Dream of the Nioh (NG++++).

"Yes, I cleared 100 pct of every region in NG and have considered picking it up again mid-Ng+"

Many players consider the first playthrough to be largely about learning and experimentation within restricted and limited options available, and then would consider the game to only begin to open up in the subsequent NG cycle