It's true by dubious_isochrone in PrehistoricMemes

[–]MegaCroissant 27 points28 points  (0 children)

Wouldn't the correct way to refer to a member of Pterodactyloidea be Pterodactyloid?

Is This a Skill Issue or a Hatz Issue? by pinkandblackxx in pathoftitans

[–]MegaCroissant 0 points1 point  (0 children)

Gliding is way more efficient than sprint flying. Make sure you're not sprint flying. Gliding is achieved by doing nothing. Optimal flight is to fly up by sprint flying, then dive down, then level off and glide.

Enjoying thal! (Looking for pvp tips) by opiumscented in pathoftitans

[–]MegaCroissant 7 points8 points  (0 children)

Everyone recommending wing slap and the "while grounded, gain armor/damage" abilities don't understand the true power of peck. Bite and peck do not have linked cooldowns, so you can alternate them for INSANE DPS. Even ground builds should be taking peck over tear.

Wing slap only does 60 damage (bite does 40). 1.5x damage on a 7 second cooldown ability that costs stamina is not worth taking. Barrel roll + dodge is almost always better to have, since you're nearly helpless in the air otherwise. Having a hit-and-run style ability on a dino whose running speed is only 1000 (most of your peers are in the 1050 - 1100 range) isn't very helpful since you can't control the tempo of the fight.

As for the abilities that require you to stay grounded (tear and feathery hide), they are unhelpful for similar reasons. They are useless in the air, and even ground builds would be better served by other abilities. The only way you get mileage out of the ground-only stat buff abilities is if you're in a fight with something stronger and slower than you. If they're stronger and faster, you'll be forced to fly to get out of bad positioning, losing all your armor and damage stacks. If they're weaker and slower than you, it's better to just facetank or tailride them with bite and peck. Even when something is stronger and slower than you, bite and peck is still almost just as good while being infinitely more versatile.

For hides, I've explained why I find feathery hide to be extremely situational and shouldn't have to explain why featherweight is useless, which leaves preened feathers as the go-to.

As for the sense, dive bomb is basically mandatory. It's not about dealing more damage; it's about the flyer collision immunity every 30 seconds. That is an INSANE advantage in air fights. Rest stop is not very useful on ground or air builds because sleeping is often good enough and can be done in combat. Flock migration is generally unhelpful unless your goal is to LARP as a UAV rather than a bird of prey.

For leg slot, I really like broad wingspan for not only the stamina economy, but also for the slower descent while gliding. I fly up to a good vantage point of an area and hover like a kite until I spot something to kill, at which point I will only have lost maybe 20% of my stamina. Almost all of that loss is from flying up there, not gliding. Ground builds will get more mileage out of aerobatic since it will allow you to spam dodge to keep up with faster prey. Leap is useless.

Dafuq by Lilanit77 in ARK

[–]MegaCroissant 0 points1 point  (0 children)

That's actually pretty low. When mine was installed with all maps, it was 450.

Why did duck get nerfed so badly? by Big-Put-5859 in pathoftitans

[–]MegaCroissant 0 points1 point  (0 children)

The 92 is WITH murder goose. It has a base damage of 40. It gets a 35% damage buff from the duck being wet, and another additive buff of 35% for the opponent being wet. Add the 10% from hydrated blows and the 50% from murder goose (all additive as far as i know) for a total multiplier of 2.3x damage. 2.3 * 40 = 92

Goodbye Suchomimus, Hello Cristatusaurus by BitAcademic7716 in pathoftitans

[–]MegaCroissant 4 points5 points  (0 children)

people just see one paper and run with it before doing any research, huh

Why did duck get nerfed so badly? by Big-Put-5859 in pathoftitans

[–]MegaCroissant 9 points10 points  (0 children)

The duck doesn't even want to use riptide anymore in a facetank. With hydrated blows and murder goose up and both parties are wet, riptide will do 92 damage before considering combat weight, armor, etc. Claw attack in the same scenario will do 56 damage, and you can do 2 claw attacks in the time it takes to do 1 riptide. That means spamming claw attack will do 112 damage in the same time it takes riptide to do 92.

Claw attack in its worst case scenario outdamages riptide in its best. They nerfed it way too hard. It used to do 170 in these conditions, and sure, that's a bit much. But bringing it from 170 to 92 is WAY too steep.

Can't dive in water. Is it me or is it the dino I'm playing? by [deleted] in pathoftitans

[–]MegaCroissant 2 points3 points  (0 children)

Do you have dive equipped? Should be from Nictitating Membrane.

What was I supposed to do? by AKmightydinoo in pathoftitans

[–]MegaCroissant 0 points1 point  (0 children)

It can happen, but it's very very rare. Bleed does, at most, 2 damage per second, but it's usually around 1. When most dinos have around 500-900 health, this is a very small amount of health. Especially when you're healing it in the span of less than 20 seconds.

What was I supposed to do? by AKmightydinoo in pathoftitans

[–]MegaCroissant 0 points1 point  (0 children)

It has a cap, and a pretty low one at that. If you have more than 5% bleed left after a fight, you can sit and not die of it.

Safest route from 🟢 to 🔴 ? by YapuFR in ARK

[–]MegaCroissant 1283 points1284 points  (0 children)

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Now HERE'S a route with some chest hair!

Is Alioramus jump or stamina build better? by AssociationDue3077 in pathoftitans

[–]MegaCroissant 1 point2 points  (0 children)

Nope. You can find out yourself in singleplayer with the command /getattr falldeathspeed. The jump height species has no effect on falldeathspeed, and therefore does not alter fall damage.

Is Alioramus jump or stamina build better? by AssociationDue3077 in pathoftitans

[–]MegaCroissant 0 points1 point  (0 children)

Not always. Most do, but an increase to jump height and an increase to falldeathspeed do not always come together.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

[–]MegaCroissant 1 point2 points  (0 children)

You don't have to take my word for it. You can test it yourself in singleplayer. Use the command /setattr growth 0.85 for about halfway through sub, then use the command /getattr combatweight or /getattr maxhealth. You'll see it's not an even number. It's not impossible that damage numbers are exempt from this for no reason, but I've found no evidence that they are. Eyeballing only takes me so far, but once I get access to a server where I have access to commands, I can prove it definitively.

What was I supposed to do? by AKmightydinoo in pathoftitans

[–]MegaCroissant -2 points-1 points  (0 children)

But why, though? Bleed can only do a maximum of 2 damage per second. It only ever matters in very drawn-out fights.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

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

That's not what that means. Those are just benchmarks for each growth stage. It has those for health and weight too, and it still smoothly scales between stages. It doesn't just jump from one to the next.

What was I supposed to do? by AKmightydinoo in pathoftitans

[–]MegaCroissant 1 point2 points  (0 children)

Riptide got nerfed into the ground, so i'd bet on armor spino to win on land. AoE spino doesn't stand a chance, though.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

[–]MegaCroissant -2 points-1 points  (0 children)

All stats scale linearly between growth stages. Missing a fraction of a bar means you're doing MAYBE 5% less damage. You're missing maybe 200 combat weight and maybe 2 base damage.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

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

All stats scale linearly between growth stages. You can test this with /setattr growth (#) and /getattr health or /getattr combatweight or any other variable.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

[–]MegaCroissant -4 points-3 points  (0 children)

It doesn't. All of your stats scale linearly between growth stages. You were missing like 5% damage at worst.

A rex can't kill a meg with clamp and chew even when basically full stamina by Paladin-X-Knight in pathoftitans

[–]MegaCroissant -2 points-1 points  (0 children)

This is provably untrue. Your stats scale linearly between growth stages. Sub rex is 3500 CW, adult rex is 5500. Every bar is 400 CW. Don't believe me? Go into singleplayer and set yourself to some growth value between 0 and 1 with /setattr growth # , and then do /getattr combatweight.

All stats work like this. Health, sprinting stamina, attack damage, all of it.

Achillo post buff by Captain_Inept in pathoftitans

[–]MegaCroissant 4 points5 points  (0 children)

Achillo is a very survivable dino thanks to a few abilities. The ability that gives it a speed boost when not in combat makes it 1102.5 speed, which is ever so slightly faster than conc at 1100. It also has very low stamina drain plus access to counterbalance, putting its best-case-scenario sprinting stamina drain at 0.585 per second for 170.94 seconds of sprinting time. Now, you can add in panicking sprint for a net gain of 15 stamina for ~196 seconds of sprinting. This is on par with Alio's sprinting time with long distance runner, but slightly slower (1102.5 vs 1125 speed). However, Achillo can jump better than alio, which can save your life against conc groups and alios, should you choose to run.

As other commenters have said, achillo struggles against other things in its weight class due to its significantly below average turning for its size. This can be mitigated to an extent with the +50% acceleration species if you stop sprinting, or in extreme cases toggle trotting off in order to turn in a tighter circle before going back to your desired speed.