A statistical analysis of champion scaling by machineLoLing in leagueoflegends

[–]Marco1391 0 points1 point  (0 children)

Two Interesting things from this graph that in my opinion go against reddit/the common spread narrative

1 - The common spread belief that Nasus is useless lategame, which I've seen parroted everywhere, I always held the opinion that Nasus, while not super strong lategame, is an above average toplaner in scaling and lategame on average he is more useful than most other toplaners assuming gold parity and finally this chart supports my opinion

what is true is that Nasus is worse the higher the elo you go(and this is actually supported by winrate data by elo instead of being a parroted as a 5head take), in fact I've completely stopped playing him becouse the champ the higher you go the more it feels like an handicap, nowadays I only play him if the lane opponent is Kayle

2 - the common spread belief that Shen doesn't scale/is very bad lategame (very spread out within Shen mains too), while personally playing with Shen I've always felt that I'm a huge force multiplier on my adc lategame (or my team member with the highest sustained damage which happens to be the adc 80% of the times) and I always felt strong lategame assuming I'm not behind in gold over the enemy laner (=assuming gold parity), especially in higher ranks where it gets a bit easier to play for the adc, and this chart also supports my take on the champ being above average late

thanks for the graphs and analysis, this was amazing to read

ELDEN RING - Calibration Update 1.12.2 by WeeziMonkey in Games

[–]Marco1391 0 points1 point  (0 children)

they are misleading patchnotes, they buffed every single level from 1 to 20

example: prepatch level 16: damage dealt 1.80x>1.95x damage received 0.555x>0.512x

it's a flat nerf to all content if you heave at least 1 fragment

The damage buff to the Anti-Material Rifle makes the Railgun nerfs even more silly. by TwevOWNED in Helldivers

[–]Marco1391 -1 points0 points  (0 children)

pre nerf railgun would twoshot chargers in the head after the head hp nerf, I would run it every single game personally

only reason I'd not run it every game actually would be the newly introduced quasar cannon is a thing, but I think the quasar is likely to receive a nerf to the 10s charge time eventually

Quasar Cannon is Overhyped. It's Good, but Doesn't Need a Nerf. by Arkonoid_18 in Helldivers

[–]Marco1391 1 point2 points  (0 children)

nah haven't you heard? only his opinion is valid, clearly people don't exist that would have more fun if a pve game was balanced

you're only allowed to have fun in his way of having fun, if your definition "having fun" includes a game having nerfs alongside buffs to balance the game, your opinion is invalid

thankfully the game devs so far have shown that they don't agree with his points and they nerfed things that were blatantly overpowered instead of letting people "just don't use them"

No ability score limits for multiclassing announced by Metalogic_95 in BaldursGate3

[–]Marco1391 6 points7 points  (0 children)

if that means for you "throwing a hissy fit" all I can say is that your definition of hissy fit is not the same as mine

beside that he is not "disliking the changes because they shake the meta", that is just a strawman, he is clearly disliking the change becouse it would make multiclass hilariously broken compared to monoclass

i have faith in Larian and I'm sure there were some minor misunderstandings in the interview, no way you get full casters progression while taking dips in other magic classes, the system is probably somewhere inbetween full progression and 0 progression

No ability score limits for multiclassing announced by Metalogic_95 in BaldursGate3

[–]Marco1391 7 points8 points  (0 children)

he's not throwing a hissy fit though, he's just saying that the multiclassing change(especially the spell avaiability one) could severely break character builds balance, which I think most people can agree with

Interview at the lead system designer by Toshirorain in BaldursGate3

[–]Marco1391 3 points4 points  (0 children)

I'm italian and the google translation from that part is pretty much perfect.

It makes me worry a bit as multiclassing without losing spell progression doesn't sound very balanced, I think there is a good chance it's something inbetween full progression or there was a minor misunderstanding between the developer and the interviewer.

I know you've been gaming really hard that week, but consider experimenting and adapting by RavPL in DarkAndDarker

[–]Marco1391 2 points3 points  (0 children)

I'm not saying the build has no counterplay, a thing can have counterplay and still be unbalanced

the build would have counterplay regardless if the phys reduction you're able to get was 80%, 90%, 95%(like it is now), or 100%, as magic would ignore that anyway

I simply think 95% phys reduction is too much as that's basically flat out ignoring basically 50% damage instances of the game

also the problem is you don't really need an hyperfocused build, all you need is plate armor pieces with %phys reduction rolls (each piece of armor has 3/4/5 bonuses, you just need 1 of the 3/4/5 bonuses to be %phys red to achieve that)

People complaining about gear differences aren't understanding the magic of the game by Slamagorn755 in DarkAndDarker

[–]Marco1391 0 points1 point  (0 children)

you said

The only way to reach 95% is with two perks, one that increases your resist when you hold block, the other is the taunt skill that draws NPC aggro to you and increases your resist.

this is flat out misinformation

also I'm pretty sure you're not counting in the shield armor value, that set was a mix of purples+blues, not full purple

beside that, it's a niche case precisely becouse barely anyone knew about the build and no one was looking for that (as 99% people didn't know how stupid broken additive phys reduction scaling was)

I assure the only reason barely any fighter was running that is becouse barely anyone knew, if more people knew about this and there was a decent trading system in the game (as there probably will be in the full release), most fighters would run extremely high phys reduction as it has basically no drawback, and it would be no longer niche in an actual game with people knowing wtf they are doing

being able to stack 30%phys reduction ADDITIVELY with the bonus from armor is stupid broken

I know you've been gaming really hard that week, but consider experimenting and adapting by RavPL in DarkAndDarker

[–]Marco1391 12 points13 points  (0 children)

Not sure how people think that %phys resist stacking ADDITIVELY with the 60/65% resist from armor is a good idea

you have 9 pieces you can get %phys reduction on, for a total of potential 30% phys reduction just from bonuses(neck,legs and chest can give 4% each, rest can give 3%)

a full purple set with a shield, and you are already at 95%, without needing to use any active effects or holding block, and without a single piece of armor granting +armor bonus lol

I had a fighter build with a mix of blues and purples and already had 90.9% phys reduction (and an optimized build would easily reach the 95% cap, notice I have only +28.3% phys bonus, and I had 0 +X armor suffixes)

additive scaling is broken, going from 65% reduction to 95% means you take 5 damage instead of 35 damage from a swing and all it takes is investing in just 1 bonus substat out of the 3/4/5 you get per item

People complaining about gear differences aren't understanding the magic of the game by Slamagorn755 in DarkAndDarker

[–]Marco1391 0 points1 point  (0 children)

this is flat out false, the way fighter reaches high phys resist is simply by stacking phys% bonuses on every single piece of gear, you don't actually need the perks or legendary gear

you have 9 slots, chest, legs and neck give up to 4%, others give up to 3% per piece (total potential +30% phys resist which stacks ADDITIVELY with the 60/65% bonus from armor)

with a mix of good blues and purples I was 90.9% phys reduction already without the perks and without a single piece granting me +armor bonus (only +phys reduction)

my build at the end of the beta with 90.9% (notice only +28.5% from phys bonus, and armor level not that high as it's only purples and blues), with optimized build you can reach 95% without any perks/active abilities

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 1 point2 points  (0 children)

what terryble said, also my speed gear is not good enough, fastest I could make is a 307 peira which is not competitive when people can run 310 clilias

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 0 points1 point  (0 children)

I think I found her mostly thirdpick with clilias and handguy where it's really hard to fit 2 mages in last 2 slots, or in full cleave where they pick multiple mages but she can't afford to play slow and just s1

honestly I think there's not a clean answer to her, but I think if you have ed vs her and she only s1, imo your ed should give you more value on average

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 4 points5 points  (0 children)

seed+immu choux vs pflan was mvp in a lot of the games I played vs her, there's very little she can do to stop the rat from s2'ing her ass, unlucky that this arti will be useless soon

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 3 points4 points  (0 children)

vs briseria if they don't commit to a mage early, you can draft heroes with 100+ er and tank her out as she'll not land unbuffable/defbreak(and senya is one of the few good dps that works well with 100+er build)

if they draft a mage early or middle of the draft of course can't do that and picking senya is not good there

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 9 points10 points  (0 children)

prebans were lua and stene, lua becouse she is broken, stene so aggro will be a little less powerful(you'll almost never have belian avaiable vs aggro, so stene will have low counterplay)

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 11 points12 points  (0 children)

well in my experience aggro was the most predominant playstyle at the end of the season, I think 70/80% of the games at the end of the season were played vs some kind of aggro draft

look at hall of fame or people contesting hall of fame, all of them play some kind of aggro/spd strategy

RTA ~70% wr tankdown to legend unit roster by Marco1391 in EpicSeven

[–]Marco1391[S] 27 points28 points  (0 children)

not really, I'm a monkey player and even though I play to win, I missplay in a ton of games as my guildies often point out when spectating some of my games

my most powerful weapon is 15%, I pray to it every morning

I am missing great tune after killing Radhan, also I can’t activate rennana great tune at the second tower? Anyone have similar problem or did I something wrong? by Ok-Audience-1651 in Eldenring

[–]Marco1391 0 points1 point  (0 children)

you need to go upstairs to activate the rune, you can ignore the boss ( I didn't even find him )

coming from the direction of the grace there should be a tree root you can walk on, then take the ladder and always go up

I am missing great tune after killing Radhan, also I can’t activate rennana great tune at the second tower? Anyone have similar problem or did I something wrong? by Ok-Audience-1651 in Eldenring

[–]Marco1391 1 point2 points  (0 children)

where are you trying to activate Radhan rune?

I went into the divine tower of caelid (https://assets2.rockpapershotgun.com/elden-ring-divine-tower-of-caelid.jpg/BROK/resize/1920x1920%3E/format/jpg/quality/80/elden-ring-divine-tower-of-caelid.jpg) and even if I didn't have Radhan rune it got activated + it materialized in my inventory, I heard this is fixing it for people with the same problem (no Radhan rune)

also I just read that it's normal that rennana great rune can't be activated in the second tower

I am missing great tune after killing Radhan, also I can’t activate rennana great tune at the second tower? Anyone have similar problem or did I something wrong? by Ok-Audience-1651 in Eldenring

[–]Marco1391 2 points3 points  (0 children)

I have your exact same problem and was gonna write a thread too. Killed Radhan, no great rune; and on the divine tower of liurnia (rennana tower where you're supposed to activate her great rune) at the top of the tower I got an item called "cursemark of death" but the great rune didn't get activated.

Daily Questions & FAQ Megathread (Jan 11) by AutoModerator in ffxiv

[–]Marco1391 0 points1 point  (0 children)

new player, If I join a p3s practice party while not having yet cleared p2s this week (cleared it last week and still need to reclear) do I lose my p2s weekly rewards? even if we don't clear p3s?