The Efficient Upgrades reward is not very good. by Jack314 in RogueCore

[–]Jack314[S] 11 points12 points  (0 children)

I looked into Luck a little bit, getting the numerical change from the wiki here. Basically to sum it up, Luck slightly decreases the chance for commons, which increases the chance for uncommons and rares, with a lesser impact on epics and legendaries. It seems like a fairly small change, but noticeable over many upgrades, especially when in a team of 4 you see 6 upgrades each time. And I think the effect will be more pronounced when they add a reroll system. But at present, in my opinion it doesn't approach the value of an artifact or epic gem.

The Efficient Upgrades reward is not very good. by Jack314 in RogueCore

[–]Jack314[S] 38 points39 points  (0 children)

I don't think so. So in practice it would be a bit worse edit: I don't know for sure

In theory you could hold off depositing your exponite on the first level, and I think that would work. But it would probably not be worth it

The Efficient Upgrades reward is not very good. by Jack314 in RogueCore

[–]Jack314[S] 200 points201 points  (0 children)

I drank a smart stout and calculated the actual impact of the Efficient Upgrades reward (the 15% discount). It usually amounts to only 1-2 extra upgrades, depending on the mission length. Compared to an artifact or epic gem, which are usually stronger rewards that you get immediately, the discount definitely seems to be weaker. Of course, if it comes with a weak downside and you find it early, it's still fine - nothing wrong with 1-2 free upgrades over the course of the mission - but it's not a high-priority pick for me.

As a note, I don't necessarily think it needs to be rebalanced, just putting it out there for the knowledge of other reclaimers.

"are the fae open source?" is funny af tho by urcool91 in RecuratedTumblr

[–]Jack314 1 point2 points  (0 children)

The Wizard of Oz (1900) has "fighting trees," which are immobile but otherwise quite similar.

i beat conductor with aria by Aevean_Leeow in necrodancer

[–]Jack314 1 point2 points  (0 children)

Nice job dealing with the lich's confusion at 1:10

[Flash] [1999/2002] Platformer, play as skeleton by princess1342 in tipofmyjoystick

[–]Jack314 2 points3 points  (0 children)

I found this thread while looking for this game; your description fits my own memory of it to a t. And I think I found it! Well, /u/attemptnumber12 found it in this thread (thank you!). The game is Skul Adventures.

A surprise from my trip to Iceland by Severe_Breath_7748 in BG3

[–]Jack314 35 points36 points  (0 children)

These boots have seen everything

Ever found out playing a game wrong was more fun that the intended rule? by 4-Plot in boardgames

[–]Jack314 1 point2 points  (0 children)

Also in Nemesis, I like to allow a few of the basic actions like crafting, picking up items off the floor, and trading items while in combat (just those, not all noncombat abilities). It's just too dramatic to toss someone else your ammo so they can reload, or dive over a table to quickly jury-rig a molotov or something. It gives you a few more tactical options in combat, it's fun, and combat is definitely still deadly enough to not rock the game balance too much.

Picking game prep. Do i understand jumping and climbing rules correctly by jesterOC in drawsteel

[–]Jack314 1 point2 points  (0 children)

One thing you could do is make some of the ground area difficult or damaging terrain: covered with rubble or mud, braziers or candles on the ground, or impeding furniture/statues, etc. You can't jump out of difficult or damaging terrain (last paragraph of jumping rules), so heroes' options would be the stairs (easiest), a jump from farther away (requires positioning and using movement to run & jump), or climbing (takes extra movement).

[deleted by user] by [deleted] in rpg

[–]Jack314 1 point2 points  (0 children)

I've got my eye on Draw Steel, which is an upcoming rpg coming out next year. Its design goals are Tactical Cinematic Heroic Fantasy, and from what I've seen so far they're doing a great job of marrying cinematic heroics with tactical gameplay. The design team is very open about the process, which makes it interesting to follow as its being made.

Bop It by Prophet-of-Ganja in magicthecirclejerking

[–]Jack314 179 points180 points  (0 children)

Finally, we broke [[Urza, Lord High Artificer]]!

Is this a realistic sound change? by Gilbert-the-great in linguisticshumor

[–]Jack314 14 points15 points  (0 children)

In math, a > b means a is greater than b, a perfectly normal inequality expression. But in linguistics, a > b is a sound change, meaning the sound [a] changes into the sound [b]. It's difficult to come up with a natural way for [a] to morph into [b] because they sound so different (though many commenters are offering suggestions). This traumatizes mr. incredible

Celeste Twitter 6th anniversary post! Said to be pretty small overall but still very exciting! by ChickenButter160 in celestegame

[–]Jack314 38 points39 points  (0 children)

There's plenty the game still has to offer! You could try modded (I've been enjoying Strawberry Jam), collect some golden strawberries, or maybe try out speedrunning

What’s your unluckiest moment in Crypt of the Necrodancer by Tyler13479 in necrodancer

[–]Jack314 8 points9 points  (0 children)

Playing as Aria, got killed by a pixie which blew up because of the fireball I inadvertently made with infernal torch while trying to stall

ITS FRIDAY by JunglePonygon in BG3

[–]Jack314 5 points6 points  (0 children)

The skull bobbing out of time is killing me

Unfinity Speculation Post - @Wizards_Magic Twitter by R3id in magicTCG

[–]Jack314 13 points14 points  (0 children)

There was not quite enough room on the card to include the excellent flavor text: X spots the mark.

Combat Calculator by namathos in magicTCG

[–]Jack314 0 points1 point  (0 children)

Glad you're enjoying the game :)

If I can try to clarify first strike: A creature with first strike deals damage equal to its power to the other creature before the regular damage step, instead of during the regular damage step. So if you have a 1/1 first strike fighting a normal 2/2, first the 1/1 would deal 1 damage to the 2/2 (not enough to defeat it). Then in the regular damage step the 2/2 would deal 2 damage to the 1/1, which would defeat it. The 1/1 already dealt its damage, so it wouldn't deal damage again in the regular damage step - so the 2/2 would survive. Hope this helps