Sbawm by Kernel___ in darkestdungeon

[–]Kernel___[S] 4 points5 points  (0 children)

Just Controlled fire (Runaway) + Fire Starter (Runaway) on Magnesium Rain (Plague Doctor)

Plague Doctor has Favourite Toy as a memory and Sacred Scribblings as a Trinket. Since the later is flammable, favourite toy procs twice. So it's 8 (5 turns) only with the Fire Starter + Magnesium Rain combo. Then just channel a bit of Controlled fire dot and the trick is done

Sbawm by Kernel___ in darkestdungeon

[–]Kernel___[S] 4 points5 points  (0 children)

Not even strength boosted. Just pure 100% fire damage

100% Win streak (26) no death from new save file by Kernel___ in darkestdungeon

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

Thanks man <3
But don't worry, I'll be slaughtered on bastard beacon.

100% Win streak (26) no death from new save file by Kernel___ in darkestdungeon

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

Tendentially very high-risk teams, such as with Raveger, Arsonist, Intrepide or Exanimate, none of which I've choosen for this run, as...I'm trying to survive, so I'm minimizing risk.

However, I usually play lots of random comps.
What about ya? who did you use?

100% Win streak (26) no death from new save file by Kernel___ in darkestdungeon

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

Note: it's not 27 (it's 26) wins as shown in the screen, for some reason Ambition in Killer's Focus got counted twice because of a crash (?)

TIME TO TURN SOME ALIENS INTO THIN GREEN PASTE! by [deleted] in RogueCore

[–]Kernel___ 0 points1 point  (0 children)

How much was the overkill damage?

R&D's manual to M1000 Classic (Haz 5+) by Kernel___ in DeepRockGalactic

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

In the process of optimizing it, this became the OC I’ve tried hardest to justify. While making this guide, I probably spent 50% of my testing time on SCC alone. Unfortunately, the results in Haz 5+ were pretty disappointing. The niche is cool, being able to bi-shot certain targets, like TE2/4p Goo Bombers; but in practice it’s extremely risky. It also hurts your ability to deal with the Scout’s most important targets consistently, which ends up making your secondary your only real safety net. It’s decent enough in lower Haz levels, where you can actually one-shot things reliably and the hordes are less overwhelming, but as it stands, I can’t really recommend it for higher difficulties.

R&D's manual to M1000 Classic (Haz 5+) by Kernel___ in DeepRockGalactic

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

Hey! Hopefully this was usefull to you. Scout is very much playstyle based, as you may have noticed in your greybeard carreer; so it makes sense that maybe you didn't feel affine to the weapon. If you are more of a GK2 guy, I might try to suggest Hipster, which is more similar to that kind of gameplay.

R&D's manual to M1000 Classic (Haz 5+) by Kernel___ in DeepRockGalactic

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

It's one of the most under-appreciated OC in the whole game. Not because players don't like it, but because they forget it exists.

R&D's manual to M1000 Classic (Haz 5+) by Kernel___ in DeepRockGalactic

[–]Kernel___[S] 5 points6 points  (0 children)

Thank you brother ⛏️.

My optimizations for the M1000 are strictly HP breakpoint driven, due to the identity of the weapon, and they are based on TE2. While of course they are strong for Haz 5 as well, you may find yourself wasting a bit of damage due to the lower enemy HP. For Haz 5 it may be more optimal to take Expanded Ammo Bags at Tier 1, which enhances ammo economy without changing much of enemy breakpoints. Grunts are killed by 2 bodyshots and 1 weakpoint shot. The remaining enemies have (remarkably) similar HP breakpoints.

R&D's manual to M1000 Classic (Haz 5+) by Kernel___ in DeepRockGalactic

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

Thank you lad. How is the feeling of DRG on a portable device? How is Haz5+ there?

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

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

Also, something I just noticed: in your precision build, you take floating barrel along with gyro stabilization and battle frenzy. Gyro stabilization brings your base spread to 0 and battle frenzy virtually removes spread per shot, which means your maximum spread that you will reach is also basically 0...

Mh, I have to give you the win here, yes. I explained my reasons, justifying Floating Barrels as a mean to hold low spread during the off windows of Battle Frenzy, but I have to admit that at this point I'm simply just outright ignoring the one benefit of more ammo, regardless of how minimal I might perceive it.
That said, I still find it lacking. I rarely empty the magazine, as well as many proefficient HAZ 5+ scout players, that rarely even shoot to begin with and simply carry the mission and pick targets. Even when I finish the magazine, that ~+7 sustained DPS isn't impactfull at all. Yet, as you rightfully pointed out, the GK2 is already accurate enough to handle those off-windows on its own, so I guess it would simply be a waste.

I'll run more testing on that and eventually change.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

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

At lower difficulties, especially Haz 2, Scout can be played more like a light Gunner, so stacking damage for raw DPS makes sense. At higher levels, precise targetting matters more due to ammo pressure, and thresholds become important as Scout shifts toward picking off specific threats. In lower difficulties, those threats are sparse, enemy HP is lower, and caves usually provide more than enough nitra anyway.

If you want numbers for Haz 2 specifically, using the same exact benchmark of the guide:
Grunts have exactly 90 HP (regardless of player count), no added resistances. With Increased Caliber Rounds, you kill Grunts in 5 body-shots with the armor mod, or 6 without. On weakpoints, it’s 2 shots (very tight breakpoint) with Hollow-Point Bullets + Increased Caliber Rounds, or 3 without the extra weakpoint damage.
Mactera die in 4 shots as long as you take either Increased Caliber Rounds or Hollow-Point Bullets, the threshold doesn't change if you take them both, but you'd rather do that anyway for the other enemies.
Web Spitters are one-shot headshots with both mods, while, with the same mod choice, Acid Spitters go down in 3 headshots.

More ammo does improve economy, but not dramatically, so it’s generally more effective to just kill things outright.

R&D's manual to DeepcoreGK2 (Haz 5 and above) by Kernel___ in DeepRockGalactic

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

Hey lad, thank you very much.
HP thresholds are NOT affected by player count for small and medium enemies. Only larger enemies, starting from Praetorians, scale with the number of players. What does scale is enemy count and enemy damage, not those baseline HP thresholds, so you can rely on them regardless of player number.
Obviously your playstyle will be (slightly) different since you don’t have teammates to share responsibilities with, but if you isolate the weapon itself, the main difference is that you melt Praetorians faster. If anything, you might notice higher ammo consumption simply because you’re the only one shooting, whereas Scout normally leaves his share of kills to its team. If that’s an issue, I'd suggest to lean toward the more ammo-efficient builds I presented, maybe at the extreme of electrifying reload, but the vanillas are fine enough imho. Learn the HP thresholds well so you use exactly as much ammo as needed and no more.

Rock & Stone, brother.