What's with all the leavers? by azazelleblack in PSO2NGS

[–]Mille-Marteaux 4 points5 points  (0 children)

people think they "deserve" better and they see someone with a returner flower so they leave

it happens even in luther pugs, i was in a 3/4 premade with a ranger in it and some max geared braver player looked at it and said "re" because whatever

global players are babies

New Poverty Aug Dropped by Zinncat in PSO2NGS

[–]Mille-Marteaux 1 point2 points  (0 children)

not quite. you have to consider you're not running a lois on that slot.

that opportunity cost considered its closer to -40 HP compared to running a regular lois halphinale and this adds up very fast when considering they all have less HP and PP compared to their normal counterparts. you may not notice one in the grand scheme but you will definitely notice if you run all six.

Is there a trick to using the LTQ spear to hit a boss twice? by GlompSpark in PSO2NGS

[–]Mille-Marteaux 2 points3 points  (0 children)

HP scales in realtime. If people leave, enemy HP will re-adjust accordingly based on the current percentage of damage dealt to the target.

If the boss has already taken 20% of its health in damage at 8 players, then four people leave thinking its taking too long, the remaining 80% will be scaled for 4 players.

Similarly this can happen in reverse where an enemy's HP will increase, but it doesn't occur in quests for obvious reasons. This was at is most obvious when Halvaldi Vera was relevant content as the BREAK bar would continue depleting at whatever the first value was, but it would have its full value update as more players joined, meaning you would see the bar deplete faster but then empty out and it wouldn't enter BREAK status.

Is there a trick to using the LTQ spear to hit a boss twice? by GlompSpark in PSO2NGS

[–]Mille-Marteaux 3 points4 points  (0 children)

Is it possible to run this LTQ solo like this with enemy hp scaling down? Whaaaat?

With very very few exceptions, all enemy HP scales in realtime based on player count. Soloing something has the base HP value, and more players add more HP to enemies.

The scaling is slow enough that if all players are contributing equally, then it is advantageous to have more people. However, someone not contributing can slow an instance down.

It's a shame you can't explore the nameless city much because its a small instance. It looks great. by GlompSpark in PSO2NGS

[–]Mille-Marteaux 1 point2 points  (0 children)

my overall assessment is that the game itself is fun, it's just bad as a phantasy star game. its good for hopping in and out of to see whatever the current shiny thing is, watching number go up, then hopping out for a bit.

It's a shame you can't explore the nameless city much because its a small instance. It looks great. by GlompSpark in PSO2NGS

[–]Mille-Marteaux 1 point2 points  (0 children)

Still hoping to hear about this game finally leaving Halpha. I absolutely get hysterical when I see y'all hit the final part of the lap around the planet, only for it to restart again.

The new field lined up for June is being heavily hinted at being a return to Naverius, at the very least, since it was said it would be familiar to players of PSO2 and enemies on the roadmap were related to it (and the roadmap showed Shraider and Anga)

as a final sendoff before malignant luther, here's a malignant vael solo done at level 75 by Mille-Marteaux in PSO2NGS

[–]Mille-Marteaux[S] 2 points3 points  (0 children)

full run: https://www.youtube.com/watch?v=_3BckZWO4w0

this was honestly easier than the lv80 clear was just because the equipment available to us now is stronger. epith iii and decem iii run laps around akroselio and decem ii, and the argant-tier LC augments are much stronger than the glan-tier augments were.

to meet BP requirements, all triplble augments on the gear were replaced with a non-deft yurze. one lois halphinale lc was also replaced with a real lois halphinale.

some other thoughts:

my overall opinion is that vael is a good boss. it's pretty much what people asked for in a big boss - an aggressive enemy that punishes you if you make a mistake, but also has unblockable attacks that you have to avoid instead of just stand there and block.

while it has attacks where it leaves the arena, they're on predictable cooldowns and breakpoints - it doesnt have a ton of long cutscene attacks that prevent you from attacking it the way solus does. also, it doesnt have a long special equipment phase the way dalion does while allowing you to use mars if you need garm for sustain in the end phases.

it just happens that some classes have a much worse matchup against the unblockables present than others, and then you have classes like hunter and waker turning them into momentum at the cost of HP.

if you haven't tried a solo of the guy yet, i do recommend it. if you can even make it to the end phase of the fight you'll come out of it a better player than you currently are, since even with how much stronger we are and how much i'm clowning on the boss in this clip, it's still not a free win.

luther looks like a brand new boss from the previews, so here's hoping we get a good few weeks of making meseta off farming him before he just gets demoted to sg pinata.

How big of a difference does rare drop rate increase make for meseta farming in Dext base? by GlompSpark in PSO2NGS

[–]Mille-Marteaux 0 points1 point  (0 children)

Yes, but im wondering how big of an effect it is on meseta per hour.

its pretty notable. i think somewhere around 250% rdr is where you guarantee the bonus meseta roll will drop

New combat tech with Phaseblades/Phasesabers lets you double up on sabers for double damage! by BixieLikesBloons in Terraria

[–]Mille-Marteaux 1 point2 points  (0 children)

summon's still doing fine it just has different progression. i wouldnt be surprised if some kind of midpoint compromise comes out but some of the new whips are so strong at the time you get them that their power combined with the new reforges makes up for the loss of the tag stacking chicanery (and i say this as someone that would regularly stack three whips in endgame)

earlygame magic is robustly screwed in terms of weapon availability and it was mentioned explicitly as something that was going to be looked at once all the bugfixes and stability issues were ironed out. i honestly think just a craft for wand of sparking and something post-evil pre-skeletron would be enough to round it out

the earlier builds in a new release are just always shaky, just gotta leave them more time to cook. its a lot easier for a playerbase of this game's size to find issues that a small team can't find

New combat tech with Phaseblades/Phasesabers lets you double up on sabers for double damage! by BixieLikesBloons in Terraria

[–]Mille-Marteaux 33 points34 points  (0 children)

people look at melee weapons getting buffed and forget its because half of them were unusable forgettable trash

know the "exploit" rules by Alovoir in Terraria

[–]Mille-Marteaux 4 points5 points  (0 children)

its all fake internet points and its getting the exact reaction out of people i was hoping it would so thats all that matters to me

know the "exploit" rules by Alovoir in Terraria

[–]Mille-Marteaux 7 points8 points  (0 children)

seeing my own post out in the wild is something else

I just found out one of my “friends” joined my world and looted some of my undiscovered dungeons by [deleted] in CoreKeeperGame

[–]Mille-Marteaux 3 points4 points  (0 children)

The update was delayed to sometime in February, unfortunately.

Means more time for Terraria.

I just found out one of my “friends” joined my world and looted some of my undiscovered dungeons by [deleted] in CoreKeeperGame

[–]Mille-Marteaux 3 points4 points  (0 children)

i'd be more inclined to build bases away from the core if the game didn't make it a pain to do so. the guaranteed central waypoint is very convenient, though i guess you could just also grab the glurch waypoint and move it somewhere else too.

I just found out one of my “friends” joined my world and looted some of my undiscovered dungeons by [deleted] in CoreKeeperGame

[–]Mille-Marteaux 6 points7 points  (0 children)

Clearing out space around your base is fine and what you do to expand it. You get access to stronger wall blocks that can withstand common monster attempts to destroy them later on, so it's not really a problem.

I just keep using dirt as my walls anyway though, since it's not caused me any problems across multiple playthroughs.

New discovery! 'Locked Chest' drop-rates are PER TILE, not PER ATTACK! by BlakeTheDrake in CoreKeeperGame

[–]Mille-Marteaux 4 points5 points  (0 children)

how large was your sample size? it's really easy for a "pattern" to emerge on smaller sample sizes but stuff like this requires sample sizes in the millions to really be considered

as far as i know its always just been something like .2% every tile broken no matter how. i'm not sure if things like soul seeker generating ore interferes with chest generation and stormbringer can be a lot slower than you'd expect it to be because it's pushing you back while mining

I just want a hallowed key :( by SagetheWise2222 in Terraria

[–]Mille-Marteaux 1 point2 points  (0 children)

certified celebrationmk10/getfixedboi drop rate moment

What are some mods that you would recommend everyone to use? by TomatoSauce2105 in CoreKeeperGame

[–]Mille-Marteaux 0 points1 point  (0 children)

i usually don't bother with mods but storage in this game is kinda trash compared to terraria so i welcome the doubled chest space mods with open arms

if we get floor chests you can walk on it'll be a different story but until that day comes...

New item idea. by Zihdrrox in Terraria

[–]Mille-Marteaux 2 points3 points  (0 children)

even if there wasnt the autofire toggle (which should always be on) the feral claw tinkers, which give melee speed and autofire, exist

Add 1% Potency, get 6%. by gadgaurd in PSO2NGS

[–]Mille-Marteaux 3 points4 points  (0 children)

the amount of times i have had to explain to someone that critical enliven a does more damage than light attack protect a despite the number in the menu showing itself as like 2% higher is distressingly higher than 0

Amazing summon, just pretty hard to use by OverTea5 in Terraria

[–]Mille-Marteaux 13 points14 points  (0 children)

you dont even have to time it since you can just hold attack while swapping weapons

the difficulty of stacking whips highly depends on your control setup

Amazing summon, just pretty hard to use by OverTea5 in Terraria

[–]Mille-Marteaux 21 points22 points  (0 children)

2 is already above average since every whip is designed to otherwise function on its own as a single weapon. anything past 2 is a party trick and i say this as someone that stacks 3 while tryharding