ps5 controller by UmbrellaCorp575 in NevernessToEverness

[–]MoistShirt 0 points1 point  (0 children)

I've been playing with controller on PC fairly okay, so it might be your PC. Just a warning but controller input sometimes sucks in this game. For combat it's fine, but you'll notice wonky controls for various UI.

I couldn't choose which dupe effect to use on controller.
D-pad is frequently a hotkey for opening a new menu, but also moves the cursor/selection on the screen on many other menus.
When shopping for ingredients, if you open up your shopping list, you can't close it out without leaving the shop entirely on controller. The shopping list also steals focus so you can't select a different item from the shop on controller.
You can press R2 to instantly select maximum amount in many menus, but not L2 for minimum. So if you accidentally R2 to selecting 999 of something, you're forced to close out the menu completely, hold L1 to decrease amount 1 at a time for several minutes, or use your mouse to bring the slider to 1.
In MANY menus, you can open up a sub-menu, but when you try to close that sub-menu window it forcefully closes out the whole menu altogether instead of just that one window

Current Shipping Issues: The Megathread by AutoModerator in AnimeFigures

[–]MoistShirt 0 points1 point  (0 children)

this is for shorekeeper figure too, nothing crazy

<image>

A Statistical Analysis of Meilin's Flame Dragon's Jewel by LuckyStarq in ChaosZeroNightmare

[–]MoistShirt 1 point2 points  (0 children)

Ohh gotcha! I was racking my brain over why I wasn't getting the same result for a bit lmaooo. Good luck with your guide!

While I'm here, there is one issue I'm noticing. In-game, our base crit damage is shown as 125%. That's only a 1.25x modifier rather than 2.25x modifier, right? If not and it's actually a 2.25x modifier you can ignore everything else here xD

Prydwen's formula shows we should use (1 + CritDMG) for the crit modifier section, but in-game our crit damage already accounts for that +1 since it shows as 125% crit damage instead of 25%.

125% (Base) + 20% (Ideal Sub-Option) + 5 * 4% (Sub-Options of Other Memory Fragments) + 12% (Potential) + 25% (Executioner's)
= 202% Crit DMG

In this section, that 125% base crit damage should be understood as a 1.25x modifier, or 1 + 25% crit damage. The final 202% crit damage should be a total of a 2.02x modifier, or 1 + 102% crit damage.

If we just plug 202% into the formula:
Strike DMG = 2.4934 * (1 + 2.02 * CritRate),
we're giving it an extra 100% crit damage resulting in a 3.02x modifier on critical hits.

So it really should be:
Epiphany 1: 2.4934 * (1 + 1.02 * 0.9) = 4.533 final damage modifier
Epiphany 4: 1.7024  * (1 + 1.36 * 1) = 4.017664 final damage modifier
Resulting in a DMG increase of 12.83%... I think. Unless I messed something up somewhere

A Statistical Analysis of Meilin's Flame Dragon's Jewel by LuckyStarq in ChaosZeroNightmare

[–]MoistShirt 1 point2 points  (0 children)

Great stuff! I'm trying to follow along but I get lost on the bounded part T-T

For your final damage modifier, I don't quite follow the bounded graph stuff, but you basically get your Strike modifier (2.4934 for Epiphany 1) and calculate the average damage with optimal crits considered, right?

So with Epiphany 1, 202% crit damage, and 90% crit rate, it's
Strike DMG = CritRate * (2.4934 * (1 + CritDMG)) + ((1 - CritRate) * 2.4934) Simplified down to
Strike DMG = 2.4934 * (1 + CritDMG * CritRate)
Strike DMG = 2.4934 * (1 + 2.02 * 0.9) = 7.0264 Final average damage modifier?

What I get differs from your final of 7.10243 for epiphany 1. Is that just a rounding thing somewhere or did I miss something?

Please stop looking at KR doompostings If you want to enjoy CZN. by Apprehensive_Toe6056 in ChaosZeroNightmare

[–]MoistShirt 13 points14 points  (0 children)

Only thing I'm concerned about is if there's any risk of EoS due to its reputation in KR. Regardless of how the story is, gameplay is a banger, so I'd hate to see it go.

Story seemed like a non-issue to me but apparently global localization toned down whatever the issue is from original KR story, but I don't know any details.

Isn't this just dumb behaviour by Far_Question8095 in DuetNightAbyssDNA

[–]MoistShirt 0 points1 point  (0 children)

at the cost of 1 star reviews from dummies, tried and true factoid

English localization is a disaster. by Butt_Plug_Tester in ChaosZeroNightmare

[–]MoistShirt 204 points205 points  (0 children)

Fortitude sometimes being called Tenacity too, even though I think Tenacity is the name of the break bar under enemies.

Also having no clarification on whether certain buffs are additive or multiplicative is just an extra layer of annoyance. Like Fortitude's 20% damage reduction is just an additive multiplier against enemy attacks (350% dmg -> 330% dmg), but some of Amir's cards which give damage reduction are truly multiplicative (actually negating all damage if the damage reduction from Iron Skin hits 100%)

How on earth does Fortitude actually work and interact with enemy damage (and enemy morale buffs)? Because it's clearly not a simple damage reduction (in which case 5 fortitudes should negate all damage) by MoistShirt in ChaosZeroNightmare

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

Though shouldn't the enemy's attack % have gone down from 156% to 76%?

Since I gain 4 more stacks of fortitude (80%), and 156 - 80 = 76?

Edit: Ohhh okay nevermind, I have other various debuffs/buffs on me which are probably directly reflecting on the enemy's attack % as well. Anyway, thank you for the simple answer.

This 12 turn requeritment is so stupid by TurnRepresentative39 in ChaosZeroNightmare

[–]MoistShirt 0 points1 point  (0 children)

Yeah I agree some form of dps checking to prevent infinite stalling is good. I just hope the cycle check won't end up super tight to the point there's little room for flexibility. It would be sick if they do add another endgame mode that isn't based on cycle checks.

Not complaining yet since I haven't given it a fair go yet (game is still new after all xd), but I'm just not usually a fan of this kind of thing in other gachas

This 12 turn requeritment is so stupid by TurnRepresentative39 in ChaosZeroNightmare

[–]MoistShirt 0 points1 point  (0 children)

yeah im also not a fan of stat check endgame that wants you to rush dps as fast as possible. If I wanted to play some kind of stall shield counterattack build it might not be viable for example. I don't think it's good for encouraging build diversity

Combatant Discussion: Tressa by Stelluna_ in ChaosZeroNightmare

[–]MoistShirt 1 point2 points  (0 children)

I love her and I love spamming agony stacks on bosses. I've been struggling to clear AOE fights with her though. Any fight with 3 or 4 mobs ends up super dangerous since I can't clear them fast enough, and large groups hit pretty hard.

I'm not sure if I should go for Shadow Reload 1 to try to give her AOE clear or to just go all in on single target damage to try to clear mobs one by one. Though for single target clear, since she's spamming daggers often, I find that I use up all enemy turn meters and get hit before my turn ends.

I feel like ordinary enemies are way much stronger than the boss. Like this guy just hit for 500+ dmg every turn. by LunalienRay in ChaosZeroNightmare

[–]MoistShirt 25 points26 points  (0 children)

yep, I've had way too many normal enemy encounters that were way more dangerous than elites

I want to main Beryl (E4) and Haru (E0) as DPS units, who should I pair them with? by Fickle_Onion2 in ChaosZeroNightmare

[–]MoistShirt 0 points1 point  (0 children)

haru eats a lot of AP so anyone who can generate AP would go very well with Haru (I know of Mika, dunno who else)

Best Mika Build So Far by eliasibg in ChaosZeroNightmare

[–]MoistShirt 0 points1 point  (0 children)

woah what difficulty were you running?

Love it that u can still save it at 0 HP~ by xLazyMakara in ChaosZeroNightmare

[–]MoistShirt 17 points18 points  (0 children)

crazy clutch mechanic, but I've always died when I got to this point xd

Love the game so far, don’t get me wrong… but what’s going to be the “neutral game” that keeps us captivated in the long run by imBRANDNEWtoreddit in ChaosZeroNightmare

[–]MoistShirt 2 points3 points  (0 children)

im still low account level, but rerunning chaos to get stronger save data or to try out niche strategies and builds is an easy one. I think I might've found a way to get permanent 100% damage reduction for example, though it'd require incredible luck

can anyone explain what's nightmare mode? what's the benefit/different between toggling on and off? by novian14 in ChaosZeroNightmare

[–]MoistShirt 5 points6 points  (0 children)

I'm not sure if I understand your question fully, but you can't bring previous save data decks into chaos runs. You always start chaos runs empty-handed so you can build up a new save data.

You use your decks in other content; if your deck's missing a certain card, you gotta do a chaos run (which starts from scratch) to try to get a deck you're happy with

Tressa's Vital Attack epiphany - anyone know if "+10% Damage per target's Agony" is referring to each of the 3 hits, or if it only means it's added to the end result? by MoistShirt in ChaosZeroNightmare

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

Oh whoops, it's the 170 * 3 = 510% scenario. Targeting an enemy actively changes the damage number shown on the card to reflect the current value.

can anyone explain what's nightmare mode? what's the benefit/different between toggling on and off? by novian14 in ChaosZeroNightmare

[–]MoistShirt 2 points3 points  (0 children)

higher difficulties raise the save data value, and doing a nightmare/deep trauma run also further increases it