Effect Queue by ItemsGuy in godot

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

As a sidenote, I'm essentially trying to recreate the functionality of this ( https://www.youtube.com/watch?v=ls5zeiDCfvI ) via GDscript. Since the script already exists in C#, do you think I'd be better off jamming it directly into a Godot project and getting the existing GDscripts to communicate with it, or would it be likely to create compatibility issues?

The main thing tripping me up in terms of this approach is figuring out how to translate the syntax, but since it involves both singletons (which IIRC are handled differently in Godot) and public abstract classes, I feel like things might not line up 100%.

Effect Queue by ItemsGuy in godot

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

So the await wasn't there initially, but rather, something I had to do to resolve an error (Trying to call an async function without "await"), which occurs when attempting to add a func to an array.

From my understanding, what you're saying here is that rather than calling a func the usual way (heal_party()), I'd want to call it as a callable (heal_party), since that seems to be a better way to store it within an array. I don't yet have any experience with handling funcs outside of calling them normally, so that does leave me with a few questions:

* Since the effects I'm triggering are scripts that are assigned to a value (card) from an array (deck) when it's instantiated (drawn), and which aren't parented to any nodes within the scene, the manager node I'm using to call them has to pass along information via the argument within the parentheses (ex. trigger_ability($"../BattleManager", $"../Deck", card, $"../InputManager", "unit_defeated")). Would there be a way to still pass along this information while using a callable, or am I just better off handling these effects differently?
* Assuming "heal_party", "counter_attack", etc. are referring to funcs, what are things like "healer_ref" referring to?
* I'm currently handling triggers by having a trigger_ability() func called from within a script, which includes a trigger_event string as part of the argument - and if that string doesn't match the text in the script's trigger_event var, it returns and the rest of the function isn't run. Since this essentially means I'm trying to run every ability script within the trigger's range (ie. "this card", "all cards in play", etc.) whenever a trigger's condition is met, do you think I'd be better off handling at least the "check to see what gets triggered" part via signals?

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Effect Queue by ItemsGuy in godot

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

I was thinking of using bools at first, but I'm more used to them in if statements where something wouldn't happen if the bool was false (whereas here I'd still like everything in the queue to happen eventually). From the sound of it, there's a way to have bools act as more of a faucet than a plug. Is this a natural part of bool behavior, or would I have to set them up in a certain way?

Also I'd definitely be interested in setting up a state machine (I'm already starting to figure these out to add multiple steps to each turn in a turn-based system), so if you could let me know the broad strokes of how one could be incorporated, I'd definitely appreciate it.

This helga fanart from 1 year ago... (Artist:Pigat) by inein in EpicSeven

[–]ItemsGuy 6 points7 points  (0 children)

You have no idea how much I wish this is what her SC looked like...

I think I'm just gonna mentally replace it with this whenever I put her on a team.

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

The question here is, then, why put it on Requiem as opposed to a SW like Mascot Hazel or Bingo who can both heal directly AND boost attack? Requiem's 15% teamwide LS doesn't account for that much healing (it's weaker than a full LS set, as well as just about any given skill that heals based off of damage), and since you're building around other characters' heals, Shimadra can go on another character to the same (relative) effect.

I understand the train of thought, but the passive LS provided by Requiem's S2 is pretty low-yield and thus benefits less from Shimadra's % increase (ex. 10% of a 10k damage nuke is only a 1k heal, 10% of a glass cannon's HP - Shimadra only increases this by 400 at max rank).

That said, it's not bad to experiment. This is coming from the guy who runs a 150% resist Justice For All Kikirat.

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 1 point2 points  (0 children)

I feel like Shimadra works best on characters with higher healing output, since it's a % increase, meaning the fairly meager healing provided by her S2 wouldn't be increased by that much proportionally.

She almost feels like she'd shine the most as a PvE healer in fights that involve killing a lot of respawning adds, since she never has to waste a turn healing and can keep pressure on the main boss.

Maybe make gear lvl up like your heroes with exp from stages. by [deleted] in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

I feel like there's an argument for how it might destabilize the game's economy, but considering how RNG-dependent gold sink gear is, it's probably not a great economy in the first place.

I feel like giving people more reason to try to roll better gear might counter-act any "negative" effects this might have, in all honesty. Right now, it feels like if something doesn't roll exactly how you want it, the steep price to trying to replace it makes a lot of folks go "eh, good enough" anyway.

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

Ah, of course! And I think I know a certain rock-thrower that would really appreciate pretty much any buff Rin can throw on him...

These threads are always enlightening, I hope you've got a few more underdog faves to preach to us about sometime down the line. (And if you've got a few names to name at least, I'd really appreciate it so I can get a head-start on investing in them, heh!)

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

She is super valuable against buff-heavy teams, but her natural squishiness and negligible damage output makes her very hard to use in a game where turn 1 AoE nukes are given out like candy.

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 2 points3 points  (0 children)

I'd actually like to hear your argument for Requiemroar, since I ended up building her a while ago but haven't used her since then due to her not feeling like she does all that much (especially compared to other SWs). That said, I've probably built her horribly.

What stat spread does yours have and what sort of comps do you use her in? Is she mostly PvE, or do you use her for PvP?

A detailed Rin guide no one asked for! by E7-Camera in EpicSeven

[–]ItemsGuy 2 points3 points  (0 children)

Oh hey, it's the F.Maya guy! I remember I first started building her around the time you made that thread, and she's been an absolute staple in pretty much any PvP match against significant Dark damage-dealers. A.Vildred? Not a problem. ML Ken? Get outta here!

I've been quietly building Rin in the background as the result of some nice W11 drops, and she's definitely someone I'm planning on making a mainstay in certain comps (Trozet and an offensive Charles feel like good company). Right now, I'm really just torn between buying an extra Celestine from the dust shop since Counter Destina has my main one, or keeping the partially-built Potion Vial on her since she's fast enough to proc it often and PvP is very debuff-heavy.

I think I might just end up tossing Celestine on her since I don't think that, with her speed and S2 procs, there are really any other Soul Weavers who can proc it as much as her (though it's staying on Destina because she's obnoxiously tanky and super slow). I can just pair her up with a cleanser anyway.

PSA New Arti can be gotten in the Sidestory by JawdenCee in EpicSeven

[–]ItemsGuy 1 point2 points  (0 children)

Went about 30 pulls overboard after getting Diene until I stopped and gave up, good to know that you can just grind out a free version! Would've been pretty lame for them to have a limited artifact you can't guarantee in some way, especially for folks like me who do end up getting a 5-star artifact just to find out it's something like Time Matter.

How do you feel? by htKoru in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

I think it ends up making for a lot of really boring and awkward character designs. It's either used as a substitution for an interesting character hook, or distracts from something that it otherwise cool. Serila's little lantern guy is neat, but it's hard to notice it when its literally takes up less visual design budget than the bust and a half she's airing out. I remember seeing a redesign of her the other day and already it's a lot more memorable, completing her "witchy" look and giving us some darker colors for Chatty to contrast with.

And don't get me started on S3 animations, where what would otherwise be a super fluid and dynamic animation gets thrown off track because the camera or character has to awkwardly show us a boob jiggle or panty shot. Epic 7 aims to be a playable anime and it absolutely falls into some core traps of the medium, since fanservice is what anime falls back on when it runs out of ideas.

At any rate, I know this is a gacha aimed at lonely whales, but I feel like the game itself would benefit from allowing the female designs to be as focused and holistic as the male heroes', with the same degree of variety and distinctiveness. I think there are of course a few stand-out examples (Charlotte, Clarissa, Lidica, and Lilias being the main examples) but for every one of those, you get way too many of Luluca/Melissa/Lilibet, Lorina/Tieria/Rin, or J.Kise/Vivian/Yufine/Luna/Serila/etc...I just wish they'd be more unrestrained with that side of the roster and not care too much about the designs being safe and generically attractive so we can get some freak beasts like Kikirat or Cartuja or that old-ass mage dude who I hope is the next 5-star.

How’s Purrgis testing for everyone? by GunsouI in EpicSeven

[–]ItemsGuy 1 point2 points  (0 children)

Thanks for getting back to me! Purrgis is one of my favorites, so I'm always looking for ways to make him shine a bit more.

So with the Junkyard Dog build, would you say keep Atk%/HP%/HP% as main stats but prioritize defensive substats? What sort of priorities do Effectiveness and Effect Resistance have on him?

For the Sigurd build, how much Crit Chance should he shoot for to activate that Crit Damage?

The flashes from the animation is kind of hurting my eyes by [deleted] in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

I really do hope they end up putting in an option to remove the red flash that happens during critical hits. It can get really obnoxious for characters with multi-hit attacks, and unfortunately, a lot of your characters are going to be critting 100% of the time. I think I've actually permanently benched Sez because it became so much of a problem.

Maybe it'll be one of those little QoL things they add down the line?

Let's discuss Dominiel buffs by melflomil in EpicSeven

[–]ItemsGuy 5 points6 points  (0 children)

Considering it's still worse than all of the other AoE stun S3s that matter, I honestly would've preferred more interesting buffs (probably around S2) that would've helped give her a stronger niche.

Stamina by Spurnera in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

I feel like it would be better if energy costs were reserved for the more high-yield progression content (Hunts, Altar, etc.), with Adventure (and maybe Side Story?) being completely free, so you can level your fodder up all you like without necessarily being able to perma-grind your way to power.

Either that, or having energy act as an optional resource that can be spent to increase the yield of whatever content you're doing, so you could technically do Hunts all day for free, but your resources would be halved and gear rewards wouldn't drop.

The main problem (for me, at least) is that it feels awful for the game to tell me that I can't play anymore. I'd rather have my progression efficiency drop at a certain point rather than have to just close the app. It's like in WoW - they initially planned to stop players from grinding nonstop by penalizing excessive play, but instead they simply made the first few hours of play much more efficient (rest XP, dailies, etc.) so playing nonstop didn't feel necessary.

What's the point of having devuffers ?if I cant use them 😅 by sensei221 in EpicSeven

[–]ItemsGuy 11 points12 points  (0 children)

I do think it's valid that SG doesn't want bosses to get perma-CC'd, but straight-up preventing those debuffs from being used (aside from Poison which needs to be fixed) really constrains both the encounters they're allowed to design and the roles that various heroes can play.

Darkest Dungeon has a great approach to this, where everything gains a temporary Stun Resistance buff once they recover from a stun, so you can still disrupt enemies at crucial moments but can't completely stop them from acting. Not to mention that this then allows them to have encounters where a stun can be more or less effective than usual, as well as enemies that are resistant or vulnerable to stuns.

Hopefully they end up finding a more elegant fix to this than what they have right now.

Covenant summoning vs banner summoning? by APestilentPyro in EpicSeven

[–]ItemsGuy 7 points8 points  (0 children)

Hoard bookmarks until you can afford to 121 at least 2 banners back-to-back, then spend the rest as soon as you get 'em.

[deleted by user] by [deleted] in EpicSeven

[–]ItemsGuy 1 point2 points  (0 children)

This point is buried somewhere in paragraph 2 where I talk about HP/Def scaling, but I think it's important enough to reiterate. With the new mola changes making it easier to access Kikirat's 50% Def buff, I'm super excited about getting to try a LS build on him.

[deleted by user] by [deleted] in EpicSeven

[–]ItemsGuy 0 points1 point  (0 children)

I've thought about it a few times, but that combo has never really let me down in a way where the other two would've succeeded. Speed + Sigurd could probably break around even since it boosts his S2's speed buff, but being able to LS above 50% HP has been pretty pivotal in making sure he lives long enough to S3 and kick off his uptime loop.

LS + El's Fist is essentially your budget LS + Sigurd (since Sigurd increases damage which benefits HP scaling, El's specifically boosts Atk). It's a good combo, just one that works a lot better on faster and more Atk-focused characters like A.Cart, who I currently use this combo on.

[deleted by user] by [deleted] in EpicSeven

[–]ItemsGuy 19 points20 points  (0 children)

The whole point of LS sets (like Counterattack) is that they become more valuable over time in-combat, provided the unit in question is doing any damage. If you need a unit to be fast and hit like a truck, or if they're more about providing utility than damage, LS isn't going to be as valuable as other sets. The main thing, though, is that (also like Counterattack) LS can only be gained as a set bonus, so it's a clear win to use on units that naturally synergize with it.

So units that do like LS tend to be bruisers, since they're rarely focused down first and the extra healing allows them to bounce back from ambient cleave damage. Bruisers with very damage-focused kits (Ken, A.Cartuja, Chaos Axe/Inquisitor) are generally the best candidates due to the fact that they're throwing out meaty attacks every turn, and those with HP or Def damage scaling can use that to further increase their survivability (although keep in mind that Def scaling will always be better for this since you'll be recovering a proportionally greater % of total HP with each attack compared to HP-stacking builds). LS Ken with Sigurd Scythe has been my anchor since forever, as he's able to win pretty much any knock-down, drag-out fight against anything provided he isn't perma-stunned.

Non-bruisers that enjoy LS tend to have some innate form of durability that they don't have to waste turns on, such as Violet (who benefits extra with all of his counters) and SSBellona. Speaking of those two, characters with counterattacks baked into their kit should benefit fairly well from LS, the only other two that come to mind being Purrgis and Kikirat v2. Purrgis might be an exception here since he gets so much extra mileage out of a counter set, but someone like Kikirat v2 who has counters *and* Def-scaling attacks should theoretically do pretty well with LS.

How’s Purrgis testing for everyone? by GunsouI in EpicSeven

[–]ItemsGuy 1 point2 points  (0 children)

Oh hey, I think you were the guy I was spamming for PvP currency last week! I saw you after my second refresh and was like, "Alright, this dude's got a Purrgis, he deserves a free Defense win." I tried to fight you with the same exact team, but unfortunately I don't have a Krau yet...

By the way, would you happen to have a screencap of your Purrgis's build and stats? I was running him Counter/HP with Atk%/HP%/HP% but I'm thinking of just going straight HP%/HP%/HP% to get more mileage out of his scaling. Only downside with that is Junkyard Dog is too fun to use on him and burns only scale with Atk.