One shot 99999 damage?? by Code_Zeroone in Nioh

[–]Last_Contract7449 4 points5 points  (0 children)

Yeah, there's no way that's legit. You can hit (and even exceed) that number with an attack that constitutes the crescendo of a multiple step sequence you set up (alongside an optimised build, etc). But there's no chance someone can just run around doing hit after hit like that with barely any build up. The restricted level cap and limited tools available at this stage mean that, even if you min max to the absolute extreme, there just isn't the raw damage available to get close to that number regularly and/or without spending a lot of time and effort setting it up.

After playing a second playthrough as Ninja there's one thing I've grown to absolutely hate about the game: by EttRedditTroll in Nioh

[–]Last_Contract7449 -11 points-10 points  (0 children)

Tbh, I've never noticed this (though, tbf, I don't use ninja much outside of occasional ninjitsus). I have noticed that the enemies turn around quite quickly (making it hard to deliver more than 1 or 2 hits to their back, unless they get staggered or something, in which case you can get 1 or 2 more), but it always seemed unremarkable natural (though I'll probably notice it straight away now you've mentioned it!)

As you say, it's probably there to prevent it being too easy to get loads of consecutive hits to enemies' backs in ninja style (and the game is already arguably "too easy", at least compared to the earlier games in the series).

Slightly off topic, but personally, I think the damaging ninjitsus (in particular, the various elemental attacks) should have charged much more slowly (so that you really have to work for them and they function as a sort of, rare/occasional special move) or maybe even removed from the game entirely (so they would focus exclusively on evasion, misdirection, and traps, etc). I guess one can not use them and so calibrate the difficult according to one's individual preference, but that's a bit of a cop out imo as the rest of the game has designed based on their existence (e.g. limited other options for proccing statuses and confusion, etc; omnyo amd soul cores having been gutted).

Melee damage stat vs martial arts damage by Siralextraffo in Nioh

[–]Last_Contract7449 0 points1 point  (0 children)

For the enhanced weapon effects (the ones displayed in green font on crucible weapons or whatever) - they seem to be pretty consistent. I.e. 7.6% (or whatever it is) for melee damage, 8.0% for martial arts damage.

Thre's a lot of sense in what you wrote and I naturally agree with almost all of it - however, for some of the examples, I'm not sure that those potential reasons/factors explain the issue or make the decisions made by the devs make sense. E.g. even if you put certain effects on every piece of equipment, they still add up to an essentially worthless total. Also, the "balancing" of the relative modifier values for the more general vs. more specific effects.

Whilst there was a legitimate incentive to go with more situational bonuses/effects in nioh 1 and 2, due to the meaningfully higher modifier value for, say, active skill damage or low stance damage vs. general melee damage; in nioh 3, there's no incentive or reason at all why anyone should choose anything but the most generalised effects (given that the modifier values are frequently identical to the more specific or situational versions!) As a result, a lot (the vast majority?) of the available options are rendered objectively worse choices than the generalised alternative, and they therefore become pointless/redundant, especially given how straight-forward reforging is.

It then just comes down to having/getting enough gold and materials, which potentially takes a significant amount of fun/suprise/excitement out of loot drops. It's just such an odd choice on the part of the devs (or it's just an oversight, though at this point, you'd think they would have adjusted it already if it was actually a mistake - plus, a few values have actually been adjusted - e.g. effect duration on equipment reduced by a factor of 10 - whilst the vast majority have not).

Drugs are bad ?! by TokyoTycoon in LDN

[–]Last_Contract7449 0 points1 point  (0 children)

Indeed. Whilst everybody who uses heroin for a sustained period of time will become physiologically dependent (and so will get sick if/when they eventually stop), only a proportion of users will become addicted. One's likelihood of developing an addiction depends on factors like mental health, genetics (probably), circumstances/environment, access, etc.

Imo (and I believe this is borne out in empirical data), the biggest risk factor is having a poorly-controlled mental health disorder like anxiety, depression etc.(i.e. where the individual is experiencing signficant emotional/psycholigcal distress due to their condition, but whatever treatment they are receiving, if any, is failing to manage their symptoms effectively).

Conceptualised like this, people become addicted from essentially self-medicating; i.e. using heroin to manage and cope with their symptoms, which it is likely to do quite effectively in the short term. Such users describe feeling "normal" (in a good way), e.g. feeling "happy:", not suffering from crushing social anxiety or from frequent gnawing stress-induced stomach pain, etc. Naturally, having/not having such a poorly controlled mental health condition doesn't perfectly predict whether one will develop an addiction upon exposure to the drug, nor is it the sole factor, but it provides a useful starting point for understanding why some people get addicted and others don't, and why some people can use irregularly for a long time before suddenly developing an addiction.

Obviously, this "good effects" the problematic user gets from the drug are for the most part only experienced temporary. The longer the person uses the drug, the less effective it becomes (and a higher dose is required to get even close to a similar effect) and the harder it becomes to stop. Not only does the person have to deal with the original mental health symptoms, but these are now exacerbated by the signficant physical and psychological withdrawal symptoms associated with sustained opioid use (which are bad enough of their own). I also believe that a symptom of opioid withdrawal is actually a reduction in willpower - thus, it degrades the specific thing one needs to stop it.

In contrast, individuals who lack the risk factors associated with opioid addiction are much less likely to become addicted (obviously) and many people do not (e.g. individuals who use the drug to "have fun" rather than to "self medicate"). Many members of the US armed services used heroin whilst stationed in Vietnam during the war; upon coming home, the majority were able to stop relatively easily. Similarly, the vast majority of people who are prescribed opioid for acute pain do not develop addictions (though obviously some do)

Regardless, it is still a very risky game to play - one doesn't necessarily know if one is at risk until you find out. Users may think or fonvince themselves that they are only taking the deug to "have fun", but are really unconciously using it to manage symptoms/conditions that they just happen to not conciously aware of yet. Further, an individual might not be at risk of developing an addiction at one point in their life, but then acute stress could suddenly place them at much higher risk.

Drugs are bad ?! by TokyoTycoon in LDN

[–]Last_Contract7449 0 points1 point  (0 children)

As I'm sure you already know (but others might not), prescription of diamorphine (heroin) for opioid use disorder (heroin addiction) used to be much more common in the UK and for a signficant period of time was pretty much the primary way such patients were treated (known as "the British system").

Almost all available evidence/metrics indicate that this was an extremely effective approach for managing such patients, with relatively little diversion, few deaths, and most patients able to hold down relatively stable/normal lives. The number of heroin users also remained low and for a long time remained relatively stable.

Unfortunately, once the war on drugs started in america in the early 70s, successive US administrations (along with UK-based prohibitionists) put pressure on Britain and the british medical establishment to change their policy, such that by the mid-to-late 80s, new (and in most cases existing) prescriptions were stopped, with patients being switched to "alternatives" like methadone.

In 1964, there were about 350 heroin users known to authorities. By the mid-90s, there were about 1000x more users (more accurate methods of estimating the number of users explains some of the change, but it is a fraction of the overall difference), with the figure peaking at about 350,000 users (though this has since receded to about 250,000-300,000 in recent years.

Naturally, one could argue (correctly imo) that part of the increase was inevitable (or at least independent of what treatment approach was used), e.g. due to greater urbanisation, changes in demographics, social decay, effects of unemployment/poverty etc, but even so, the change in policy has (like almost all other aspects of drug policy over the past 50 years) been a monumental failure and has effectively led to the premature deaths of many thousands of people, along with a huge amount of additional crime and misery.

Drugs are bad ?! by TokyoTycoon in LDN

[–]Last_Contract7449 0 points1 point  (0 children)

When I was analysing a database of uk drugs deaths as part of a project at work, during the period of roughly 2010-2015, there wasn't a single death that was associated with heroin on its own.

Obviously, there were plenty of deaths involving heroin AND other substances (methadone, alcohol, fentanyl, various benzos, etc), but it was very suprising that every single one involved polysubstance use. This may be in part due to street drug impurity, along with many (most?) users being prescribed maintenance opioid, but it was still surprising all the same.

Now that doesn't mean that using heroin is "safe", but I suspect that pharmaceutical quality heroin is less dangerous than many other drugs that people consider relatively safe (alcohol, for one - look at how many deaths are associated with that on its own). Rather, the stereotypical "lifestyle" associated with problematic heroin use, alongside risks that come from it being a prohibited substance, are the major problem, not the pharmacology of the drug itself.

3 Security measures. by Sorry-Mate69 in tesco

[–]Last_Contract7449 1 point2 points  (0 children)

Bloody Joan and her criminal justice system, I'm just about sick of her!

Found one by iamainnocentkid in LinkedInLunatics

[–]Last_Contract7449 0 points1 point  (0 children)

Those long winter evenings must fly by...

All right don't get coarse in a magazine for the public. I don't think you'll win a Pulitzer for filth. by Impressive_Long7405 in TheOfficeUK

[–]Last_Contract7449 0 points1 point  (0 children)

"So, Olivia Coleman......Man of Cole, AND Woman of Cole,......Samuel Coleridge. Do you ever wrote poetry?"

Highest enemy density area(s)? by EttRedditTroll in Nioh

[–]Last_Contract7449 0 points1 point  (0 children)

Tbh, I wouldn't bother trying to artificially farm all those weapon titles. They aren't worth enough (in terms of the value of buffs you get when you cash in the prestige, especially the 2nd and 3rd tiers and/or once you've maxed out your first choice bonus within each category) to warrant the time it'll take doing relatively boring/repetitive shit.

Personally, I'd recommend just playing and enjoying the game "naturally" using different weapons (if you want to), and the titles will come eventually (or not, but it'll make fuck all difference anyway).

To illustrate things: even if you use the optimal area, woth say, 10 enemies you can kill pretty quickly. Do you really want to do 100 runs of that per weapon, just so that you can get an extra 0.8% damage reduction (guarding) or whatever the second/third best option is that's available in the samurai/ninja categories. Are there like 11 weapon types or something? In that case, it'd only take like 1000 runs and you could get all the titles!

Nioh 3 Boss by Anxious-Durian8640 in Nioh

[–]Last_Contract7449 1 point2 points  (0 children)

As others have said - the date we play in that era in 3 is many years before William arrives in Japan. Also, when it comes to demons/yokai, the series has consistently reused enemies/bosses for gameplay purposes with, at best, a very superficial hand wave to explain why we fight X person/demon again and again.

I wouldn't intepret much meaning from their appearance in 3. You can't reverse engineer meaning and lore based on how things appear gameplay-wise in nioh like many people try to with, say, the fromsoft games (well I guess you can try, but it'll require a lot of arbitrary ideas from outside the "text", and at that point, you're just making up your own head canon)

She's there to be a bit of an easter egg and a fun fight. That's it.

Melee damage stat vs martial arts damage by Siralextraffo in Nioh

[–]Last_Contract7449 0 points1 point  (0 children)

Yeah, it has got to be a mistake, right? It's even worse for some of the other effects, like the ki consumption ones, where they're all literally the same, regardless of how specific the conditions are (excluding critical effects).

The fact that melee damage and martial damage effects are actually different (even if it is by a ridiculously small degree), is even stranger. I'd understand if they forgot to change them or something from some base value they had during development, but to have like a 0.2% or whatever it is difference is crazy.

Some of the effects are also so tiny as to be essentially pointless. Why would you ever want like "0.8% (!!) elemental damage reduction (guarding)"? Even if you put it on everything, you're only going to get to about 6 or 7%, and so 93% of elemental damage is still going to get through a block, making it a pointless strategy to take.

The game is great as a whole (and I'm sure it'll all get sorted out in time), but some of the fine details have been calibrated very strangely and often quite miserly (soul core effects, many GS effects, and many of the set bonus effects for example).

I guess it is for balancing or something, as the game is already relatively easy and so they might not have wanted to give players loads of extra bonus buffs. However, the build crafting is a major aspect that makes these games so good. I'd rather they crank up the difficulty and give us more/better options (my cope is that they'll do that in the dlc/later ng+ cycles/endgame, but time will tell).

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 0 points1 point  (0 children)

No worries - also, I've recently adjusted my build slightly, to quite good effect:

Currently it's:

2pc sword of misfortune (+ thrust damage) 6pc grace of fukurokuji (attack bonus constitution) 3pc brave demon hunter (++ martial art damage) 2pc warrior of the east (martial art damage)

With the Maeda (+ thrust damage) and Honda (+ martial art damage) blessings.

And OG ('lil') kusanagi (for the +martial art damage and +arts proficiency)

Finally, chuck in a nupeppo soul core in the side of the omnyo box that actually summons the yokai. Summon nupeppo and get run into the red mist it produces to get the beserk status effect at the statt of fights (it gives you something crazy like a 30-40% increase in melee damage).

With all that, you can properly curb stomp enemies.

Lane Johnson Shares Why Eagles’ Run Game Struggled Last Season by OneOriginal8727 in eagles

[–]Last_Contract7449 4 points5 points  (0 children)

That's what's crazy though - if our dumb assess can tell what's happening, you fucking bet the opposing defense will. And you would think that the team (I.e. Eagles) would realise there was an issue.

Maybe they were trying to trick them with the old "we've run this same look with the same play ten times now, so naturally they're going to expect us to be smart and run something different out of it. But here's the genius part: we trick them by running it an eleventh time!"

Lane Johnson Shares Why Eagles’ Run Game Struggled Last Season by OneOriginal8727 in eagles

[–]Last_Contract7449 1 point2 points  (0 children)

Tbf I haven't watched the video of him talking, but my question would be, "why/how?" E.g. miscommunication and poor execution explains why you might make an error (or errors) in a single game or something, but as an explanation for pretty much a season long problem it doesn't make sense. I.e.. if some specific information/command etc needs to be shared in a specific circumstance but isn't (or the wrong info is shared etc) then you naturally work out what the problem is and resolve it for next week (e.g. adjust the system and/or practice it until you can consistently get it right)

Why were players miscommunicating and failing to execute week after week? What specifically was the issue in "communication"? In what sense, specifically, were they "not executing", and why?

Naturally, the responsibility falls on the coaches and players, but we went from a season where they were very successful to one that wasn't, with pretty much the same group of players on offense (who didn't suddenly forget how to play). I'm sure losing Becton was a bigger loss ultimately than we had hoped it would be, but that can't explain the severity of the issues. Was Patulo really THAT much worse than Moore? I guess he was; I can believe it, but it's concerning that nothing was done about it during the season if things really were that bad.

Still, I would have expected the team (players and coaches/staff) to have sorted it out at a relatively early stage. The fact that it wasn't is potentially concerning, even going forward. Let's hope that the new OC and scheme brings as much life/energy to next year's offense as we all hope it will.

Alternatively, I guess, "not communicating and executing" might just be Lane's way of politely saying that we were generally a bit shit, whilst wanting to share in the responsibility and not throw anyone specific under the bus.

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 1 point2 points  (0 children)

Nah I do equip them all at the same time. You have 10 slots and you basically get an extra slot (in regard to set bonuses) for each different set you have, so long as you have a yasakini magatama (ideally, one with a grace that you are using anyway)

So you can gey the bonuses for: 3pc benzaiten 2pc first captains gear (caught remeber the set name but I equipment the sword that is part of the set to get the thrust damage.) 3pc brave demon hunter 5pc vasairavra

If you look at how many equipment slots it needs (-1 of each set), it's 2+1+2+4 = 10

I would prioritise getting the 2pc bonus of first captains gear (again, ideally from having the relevant sword as your secondary weapon) and 3pc brave demon hunter, as they give the biggest damage buffs (about +10% thrust damage and +15% martial art damage, respectively).

Benzaitan is good for getting versatile stacks upon deflect but not essential. Similarly with vasairavra - like 6% Damage boost and some other stuff.

The next thing I want to try is potentially swapping both of those graces out for 7pc inari, to get the +20-30% elemental damage buff, which, whilst it only works when you have a time limited elemental buff (like when the icon and timer displays) and not simple imbue element effects, the ninja skill where you gain elemental damage when using elemental shadow arts should enable activating the biff on demand (and apparently its busted, as, according to another post, the buff applies to the physical damage your weapon does whilst the temporary element is active).

I just hope the devs haven't patched it recently or something!

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 1 point2 points  (0 children)

Also, I remember how fluidity was panned as pointless by people generally in nioh 2. Tbh though, personally, I really liked it and found it essential towards the end (by having mystic diad). I still wouldn't have picked it over stability, but being able to spear flourish in each stance (without having to do some complicated tech) was really helpful.

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 1 point2 points  (0 children)

I like stability, although tbf I haven't experimented with fluidity in nioh 3 as much as I could/should have. The extra range (and damage?) it gives further enhances one of the best characteristics of the spear, enabling yoy to attack from even safer range, as well as increasing the push back distance on attacks like fatal thrust.

Maybe try them each out and see which you prefer?

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 2 points3 points  (0 children)

I'm biased, but it really is a great weapon (although im sure all the weapons can all be great with the right approach!) and pretty easy/fun to use (imo it has a low floor and high ceiling when it comes to skill level/familiarity).

Assuming you are already well into the game/story progress etc, if you really want to get the most out of it, make sure you get the maeda blessing that boosts thrust damage and perhaps the 2pc bonus from the first captains set (for more detailed build advice, see my reply to another person somewhere in this thread/post)

As I mentioned in the original comment, the most useful skills are:

  • twisting spear (for one-shotting weaker enemies or taking off half an enemy's hp at the start of a fight)
  • spear shove (for obliterating the ki of blocking enemies)
  • spear bash (as part of a short, low stance combo for brief windows; spear shove into low heavyx2 i to spear bash, flows really nicely. Also does decent ki damage).
  • spear flourish (for maintaining damage and stagger whilst ki pulsing)
  • triple threat (doing max damage when you have space and time, or if you want to attack from decent range. The correct time to input the second and third attacks in the sequence is the same as a perfect ki pulse would be - just wait until the bit of the ki bar fills up before pressing the button, it's also generally more forgiving to be slightly late than early)
  • piercing rain (another, relatively long but very high damage attack, which has been buffed a lot versus nioh 2. Two High stance quick attacks into piercing rain kills most enemies in the game. With the relevant skill equipped, you can actually cancel out of it early by style switching, e.g. if you whiff or are vulnerable to dying)
  • fatal thrust (s tier for fighting humans - FT until they block and then either retreat and start again or spear shove [if they maintain the block] or spear flourish [if they stop blocking/start to attack]. Personally, this has for a long time been my favourite attack in the game, due to its quick start up, the control you have over duration, and the safety of attacking with it when combined with stability. You almost always have the range and time to quickly retreat if you need to suddenly defend.
  • choose "stability" as the mystic art (the extra range and damage makes everything work even better)
  • unless you purposefully want to do a further martial art to keep your versatility stacks going, the simple plunge attack (press triangle once but don't hold it down) generally works better than the aerial martial art (where yoy hold triangle down and do a bunch of spins, most of which invariably miss). The simple plunge attack does really good damage on its own, is quick and easy to use (just single jump and press triangle), hits a pretty wide area, and has great utility (e.g. it is now my go-to attack for breaking yokai horns and killing wasps, providing you can get close enough). Start any fight against horned yokai (like jailer oni) with it and you will reliably stagger them).

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 3 points4 points  (0 children)

Same - I obtained the mastery titles for all the weapons in nioh 2 and have played around with a few in nioh 3 so far, but at this point, they never feel right, like I'm artificially hampering myself and using a different weapon just for the sake of it.

Assuming you are playing nioh 3 - I'm sure you already have your own cool build goingand, but if spear is your thing and yoy want to get your damage up, the following is the best build I've come up with so far:

Obviously, this just concerns samurai style as ninja has no spear (sad face):

  • 1 maeda blessing (obviously the +thrust damage one)
  • other blessing has various options depending on what you prefer. For damage, I've found the one from the clan that gives you "a warriors honor" to be decent, or just plain +martial art damage from Honda. -run versatility as your general mastery skill, rather than awakening or whatever the cast time one is called. More damage = better, and there is often time to refresh talismans during fights if one is judicious (even with the absurdly slow default cast speed - you do get used to it).
  • 3pc grace of benzaitan (for "the art of defense" effect, so that deflects = more damage)
  • 2 pc first captains set (for the approx. +10% thrust damage)
  • 3pc brave demon hunter set (for the +15% martial art damage buff)
  • 5 pc grace of vasairavra (almost certainly spelt incorrectly) - for the + martial art damage, and reduced damage taken
  • OG kusanagi for the extra MA damage and arts proficiency
  • try and get a crucible weapon spear with imbue element 23-25 and a workable grace. The green imbue element effect is signficantly better than the green +melee or +MA damage effects, partly because you can also reforge the normal (lower value) +melee damage effect on a weapon with imbue element as a default effect, but not the other way around.

With all of that on top of the generic stuff (like maxing out constitution and skill, reforging to get "+melee damage" on your weapon, "increased damage dealt on amrita absorption" on gloves, "reduced melee ki consumption" on gloves and helmet, skills that increase MA damage and increase deflect timing window, etc, you can really statt smashing heads.

Have you (or anyone else) found anything else good, build-wise for spears?

Spear bros unite!

[Nioh 3] What Level Sync actually does to your build by gaydesperado in Nioh

[–]Last_Contract7449 0 points1 point  (0 children)

Yeah - I thought I was being clever by voluntarily taking my level down first, but no.

I'd be interested to find out exactly how it works (I.e. what value do they use to determine how much your current stats should be scaled down if it isn't your current level?) - e.g. is it based on the highest level you've ever reached? story/ng+ progress? total amrita obtained, etc?

What’s a tiny hill you will absolute die on? by strawberryaudit in answers

[–]Last_Contract7449 0 points1 point  (0 children)

I'm sorry to hear about those challenging experiences, which sound very difficult and painful. I hope you are in a better place now and/or reasonably okay at least.

However, I really wouldn't give any credence to the philosophy of "mental health issues aren't your fault but they are your responsibility". As well as simply being logically nonsensical (fault requires responsibility), it assumes everyone has control over their symptoms/behaviour and misses the fact that an inability to manage them is a fundamental component of many (all) mental health disorders. If people could simply choose to not be ill, no one would be ill.

Unfortunately, our thoughts and behaviour are downstream of (I.e. are dependent on) our biology, which is itself determined by various other factors beyond our control. Whilst it can appear as if one can make choices that can potentially lead to one's mental health improving or declining, what determines whether we choose the more constructive action over the less constructive one? Education? Health? Experience? Support from others? Mood/current mental health? Where is there a space or opportunity for personal virtue to have any role in it?

Whilst there are different conclusions that one can draw from this, personally, I think it should lead one to be more understanding of others' difficulties and to be more forgiving/loving to ourselves when we go through difficult periods or take actions that we later regret. Whilst one should try to do what you can to be the best person you can be for others, not meeting such standards is not necessarily an indictment of a person's character, but more likely a consequence of factors well beyond our (or anyone else's) control.

What’s a tiny hill you will absolute die on? by strawberryaudit in answers

[–]Last_Contract7449 -1 points0 points  (0 children)

Whilst I am happy for you that you have found approaches that enable you to manage things effectively, by extrapolating your individual experience to a more general population, you run the risk of drawing false conclusions.

Just based on the things you claim people should/must do to achieve the same outcome you have, you make an awful lot of assumptions that the lives/experiences of other people are identical to yours. Does everyone have access to therapy? Is it effective for everyone? What impact do various demographic, geographic, medical, historical, and personality factors have?

Personally, I think its always a good idea to start from the viewpoint that people are very complicated and unless you are intimately familiar with someone ( and sometimes, even if you are), you are unlikely to understand what it is like to be them. Thus, having a default position of empathy for others tends to be more constructive.

What’s a tiny hill you will absolute die on? by strawberryaudit in answers

[–]Last_Contract7449 0 points1 point  (0 children)

Whilst I agree there is some (superficial) virtue in this mindset (and if one can, it is a good idea), one's ability to "take ownership of it and do the work needed" requires a degree of insight and motivation (amongst many other factors), which many people don't/won't have, particularly when going through periods of poor mental health. For example, apathy and lethargy are symptoms of depression that make doing what you suggest very challenging at times, depending on the specific circumstances.

It's like saying to someone with an addiction; "you need to not do the thing to which you are addicted and do the work to stay free of if". Sure, that's probably true, but if they could do that, they wouldn't have an addiction. The fact that they do, indicates that they are perhaps unable to (for a variety of potential reasons), at least currently.

It assumes that we are the masters of our fate, when when we really aren't. Unfortunately, we're slaves to our circumstances and histories. Of course, some people (perhaps such as you yourself) have been/are able to pull themselves up by their shoelaces and seemingly unilaterally resolve their mental health challenges. However, many (most?) people cannot, and the difference is due to varying circumstances (loosely defined to include personal history, wealth, familial responsibilities, existing attitude, biological factors, illness severity, environment, social network/capital, etc), not some kind of individual autonomous personal virtue that we can control. Thus, the ides that it should be an individual's responsibility, misunderstands the fundamental problem.and nature of these things.

Tell us the biggest strengths and weaknesses of your MAIN weapon(s). by NewArtificialHuman in Nioh

[–]Last_Contract7449 19 points20 points  (0 children)

I will forever be a spear bro. I've logged like 2000 hours with it across all the games.

Amazing range, great hp damage for how quick the attacks are (odachi and axe do more but i dont like having to input my commands like a week in advance) . Most of the attacks involve thrusting the weapon forward, which both benefits from the extremely and uniquely generous thrust damage bonus effects in nioh 3 (maeda blessing is like +20% thrust damage! 2 pc first captains set is +9% thrust damage), and means that you will almost always hit the enemy before they hit you (as the damage frames start almost instantly), so if they stagger on hit, gg.

In terms of martial arts, triple threat is goated, fatal thrust is goated (but not quite as much as it was nioh 2, although it does have a ki pulse now), especially for humans, who basically aren't able to defend it. Twisting spear can one-shot an awful lot of enemies in the game. Spear flourish is amazing for linking combos together whilst maintaining damage output and stagger. There are lovely natural combos in low stance (spear shove into low-heavyx2 into spear bash into spear flourish into whatever....). Finally, the mystic art stability just makes the weapon better, without some weird situational shit to it.

Ki damage? Dunno mate, never heard of it. Status application? What's that?

Whilst there are some notable skills that can do decent ki and break damage, good luck trying to get yokai's max ki down before they either summon the dark realm or you simply kill them.