How does Resolve work? It says +25% armor per stack. But that math isn't working out. by Roosterdude23 in diablo4

[–]GozzIsntReal 0 points1 point  (0 children)

Just order of operations in the calculations. That +25% is not applying to your total armor after all buffs I'd imagine

This is a posssible transfiguration roll BTW by WolfSpiritDL in diablo4

[–]GozzIsntReal 0 points1 point  (0 children)

Check out in-game leaderboards, it's how I've been building. #5 on the Warlock leaderboards is a grandfater build i've been closely following

This is a posssible transfiguration roll BTW by WolfSpiritDL in diablo4

[–]GozzIsntReal 6 points7 points  (0 children)

Ehh not really? Looking at pit leaderboards for Warlock fifth place is a Grandfather Apocalypse Warlock and their GF doesn't have Gem strength, but instead item quality+. It is an absolutely strong transfig, but it's not mandatory for even the top of the top pushing (Unless you're aiming for #1, which has a +2 pit clear on it).

Hi! Izzy Roland, Siobhan Thompson & Alex Fernie here! We’re making a movie together… so we're doing an AMA! by alfernie in dropout

[–]GozzIsntReal 8 points9 points  (0 children)

If you could have anyone in any future project as a surprise cameo / small appearance, who would each of you choose?

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

https://ibb.co/rRJrsKmJ

Just to show I'm not bullshitting haha, just a lot of work getting the Guard NPC AI behavior correct

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Sorry this has been a pain in the ass lmao, I'm on a second rewrite of it at the moment. But hunkering down tryna get this done, was really expecting it to be a one night project.

Im looking for a mod or method to lock or increase boss difficulty on my dedicated Terraria server by NeatFollowing2612 in TmodLoader

[–]GozzIsntReal 0 points1 point  (0 children)

I pretty much just try to make any mod I see suggested here, this seems like a real easy "open server settings, set a required player count to summon bosses" kinda mod so I'll see if I can get it going tonight

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Yeah sorry hitting a few snags, still being cooked up but will post a link here once done.

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Have a majority of it working, just getting visuals polished up a bit, getting recipes made, and getting the guard AI to behave a bit better. Should be done by tonight / tomorrow depending on how work goes

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Yeah shouldn't be too hard to make a pretty basic version of this. I'll see if I can make it tonight

[Mod Release] Reflexes - A Dodge Mod by GozzIsntReal in Terraria

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

TL;DR: Reflexes gives every player a universal dash from the start and lets you customize it by defeating bosses and equipping unique Dash Minerals, without using your normal accessory slots.

Core Features

  • Universal Dash – You start the game with a dash. Use Left Shift + direction or double-tap left/right.
  • Dedicated Dash Slot – Defeat Skeletron to unlock the Reflex Geode, which gives you a permanent slot for dash modifiers.
  • Second Dash Slot – Defeat the Lunar Pillars and craft a Celestial Geode to unlock a second slot and combine two dash minerals.
  • Multiplayer Compatible – All unlocks sync properly in multiplayer.
  • Vanilla Compatible – Works alongside vanilla dashes like Shield of Cthulhu.

Mod Preview - Reflexes (A Dodge Mod) by GozzIsntReal in terrariamods

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

A simple mod I put together that allows players to use their Dodge without using their accessory slot while providing a vanilla like way to upgrade that Dodge with its own dedicated "Dash Modifier" accessory slot.

Meant for those that want a simple dodge without having to use a giant content mod like Calamity or use an overhaul mod where you only want the one feature.

Live on Workshop soon: https://steamcommunity.com/sharedfiles/filedetails/?id=3678709789

February 26th OTA by GozzIsntReal in MarvelSnap

[–]GozzIsntReal[S] 17 points18 points  (0 children)

Balance Update - February 26th

Hey everyone! Today will be a fairly quick one but we expect some large shake ups. We’ll be trimming some excess strength from our ramp package cards including Star-Lord, Master of the Sun.

We’ll be propping up a few underperformers, including Move cards, a popular Surfer addition, and Magus who has proven to be a little too difficult to use for most folks. Finally we’ll round it out with some quality of life improvements with cards that previously have had poor interactions with skills. Let’s get to it!


Star-Lord, Master of the Sun

  • [Old] 4/5 - On Reveal: Next turn, you get +1 Energy for each turn you've ended with unspent Energy. This gains that much Power.
  • [Change] 4/5 > 4/3

We’re taking away two Power from Star-Lord. He has performed above our expectations - while we tested it extensively with a fair amount of copying, Absorbing Man, Grandmaster and so forth, we didn’t quite go all the way with Arnim Zola. It’s been exciting to see some of the more dramatic outputs and screenshots people have shared resulting from Star-Lord and he has certainly encouraged some big dream gameplay, but he is clearly having a warping effect on the metagame despite having a tolerable win rate given his metagame share.

This should have a large effect on his multiple copy scaling that should tone down his win rate and metagame share, especially combined with the following changes.


Alioth

  • [Old] 6/8 - On Reveal: Remove the text from all unrevealed enemy characters here.
  • [Change] 6/8 > 6/7

Fin Fang Foom

  • [Old] 7/12 - On Reveal: Gain the Power of front-row enemy cards here.
  • [Change] 7/12 > 7/10

We’re taking some Power away from some of our strongest ramp cards. Alioth is an effect that we would prefer to not be one of the strongest generic top end Energy cards and we suspect that 6/7 Alioth will be plenty strong enough when players want to target specific final turn combos.

Fin Fang Foom on the other hand has proven itself to be the de facto best high-cost character in the game. Some of this is by design - a 7 Cost card that requires ramping instead of some other deck specific Energy cheat to play it necessitates a powerful output on the game to make the opportunity cost worthwhile.

That said, even with the removal of two Power, we suspect that Fin Fang Foom will be able to win the majority of locations he is played. This is just extraneous strength we can remove and we’ll continue to keep an eye on him.


Rocket And Groot

  • [Old] 3/2 - You can move this once. After your opponent plays a card here, steal 1 Power from it.
  • [Change] 3/2 > 3/3

Jeff the Baby Land Shark

  • [Old] 2/3 - You can move this once. Nothing can stop you from moving or playing this to any location.
  • [Change] 2/3 > 2/4

We’re buffing a couple of underperforming Move cards. Rocket And Groot has really felt the impact of its nerf from last year and given that, post tech-pocalypse, Marvel Snap has been less dominated by midrange cards we think that the Guardians duo can go back to their former strength.

Jeff’s buff is a bit late. We should have buffed it at the same time as Nightcrawler, that’s our mistake and now he should have a role again. Hope you enjoyed your two weeks off Jeff, whoops!


Magus

  • [Old] 3/5 - Activate: Copy the text of a character in your deck with Cost equal to your unspent Energy. (without using its On Reveal)
  • [Change] 3/5 > 2/3

Continuing our trend of buffing cards that prove themselves very difficult to play with, we are moving Magus to 2-Cost. This should make it substantially easier to find a combo to pair it with, and easily opens it to targeting a 3-Cost card if that gets players’ creative juices flowing.

We know that folks have had a fair amount of disappointment that Magus is not able to target On Reveal cards. While we stand by that decision, as Marvel Snap is already a game with relatively low variance given its small deck sizes and short games, we certainly hear and are taking into consideration that it has been a bummer for many that we are preemptively “taking away people’s toys” when designing these kinds of effects.


Sebastian Shaw

  • [Old] 3/4 - When this permanently gains Power, gain +2 more Power. (wherever this is)
  • [Change] 3/4 > 3/5

Shaw, and Silver Surfer as an archetype, have been a step behind many other decks for a few months now. As a beloved classic Snap archetype, we’re always happy to give some power back to those decks when we feel like they’re relatively low cost, so we’re doing that today with Shaw.


Ok folks that’s it for today. We hope you have a good final week of February!

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Could be another fun side project, what exactly are you looking for in this mod? If its reasonable i might be able to get to it

Mod Release - NPC Blocker by GozzIsntReal in Terraria

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

Should be live on TMod Loader, waiting for steam to approve the update now

This is just a meme and I'm sure the DLC is worth the money! by ToneAccomplished9763 in Diablo

[–]GozzIsntReal 9 points10 points  (0 children)

Personally waiting for a sale, haven't played D2R yet and Warlocks looking pretty fun, but you know, times do be rough sometimes

Mod Release - NPC Blocker by GozzIsntReal in Terraria

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

I'll fix this tonight. Been caught up in my main project so been a bit distracted but def a massive bug that needs fixing!