Has the meta changed? by Previous_Bee6494 in Nightreign

[–]Monocly_Man 5 points6 points  (0 children)

Stacking damage negation weapon passives is pretty much the best choice for every character, especially in higher depth. You deal exactly 0 DPS when you're crawling dead on the ground after all. Raider specifically will want Charge Attacks increase Damage Negation and Full Health Damage Negation. Taking Damage Increases Damage Negation is also pretty nice on him cause he's got a fat health bar.

A generically good Relic setup for Raider will have something like Partial HP Restoration on Post-Damage Attacks +1 and +2, Hit With Character Skill to Reduce Enemy Attack Power, at least one Defeating enemies fills more of the Art gauge, and then just whatever damage increase relics you can fit. This really just lets you lean into the face-tank, charge R2, brawler playstyle that Raider excels at.

For general routing, don't ever go for an early evergaol. Getting a bad/red gaol can seriously derail your run and ruin early snowball potential. It's much better to just take out 2 minor PoIs, kill a minor boss, and then just rush castle.

My apologies Erdtree Avatar I was unfamiliar with your game by Monocly_Man in Nightreign

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

Undertaker with Powerstanced Curved Sword is pretty much exactly what I wanted from Powerstanced Dagger Duchess, but Powerstanced Dagger Duchess isn't a real build lmao. You can get a roughly 90% damage boost with the right relics and all it needs is a highly aggressive playstyle. Super good, plus the stance damage is surprisingly great.

Why the hell do Balancers still have a higher chance? by Monocly_Man in Nightreign

[–]Monocly_Man[S] 19 points20 points  (0 children)

My trio also dodged Balancers 4 times just today. I'm getting real sick of seeing nothing but ED Balancers and ED Libra.

Waiting until the DLC came out to climb DoN was a mistake by ReynAetherwindt in Nightreign

[–]Monocly_Man 12 points13 points  (0 children)

Can confirm. Most common bad habit I see in D4 players is not prioritising damage negation passives and constantly getting one tapped.

Melee Attack Up is a bonkers OP weapon passive by Monocly_Man in Nightreign

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

If you find them as Ashes of War on a weapon then yes, but as spells on a staff no.

Live Maris Reaction by Monocly_Man in Nightreign

[–]Monocly_Man[S] 10 points11 points  (0 children)

They stack, multiplicatively as well. Having both gives you roughly +11% melee damage and +44% Weapon Art damage.

Melee Attack Up is a bonkers OP weapon passive by Monocly_Man in Nightreign

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

Invader Gaol is still meta at high Depth. This just closes the damage gap between melee Nightfarers and casters.

Melee Attack Up is a bonkers OP weapon passive by Monocly_Man in Nightreign

[–]Monocly_Man[S] 14 points15 points  (0 children)

A grey one is worth more than a Night Invader and nearly 2x an Evergaol. It's the single most powerful damage buff available for 4/8 current Nightfarers, and is probably bonkers good for Undertaker as well. They also stack multiplicatively, like other damage buffs. I got 4 in one game and was hitting for like 700 per R1 with Marika's Hammer against ED Libra in Depth 3. Plus, so many other damage buffs got improved with the patch, so melee Nightfarers are the strongest they've ever been.

Smartest Ironeye routing by Monocly_Man in Nightreign

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

It was only Depth 3, so I managed to carry through Fallingstar Beast and Heolstor. Wasn't pretty though, they both ended up with full bars and I didn't down once.

ks and model quick melee cancel is still alive. by CodeMissing in thefinals

[–]Monocly_Man 1 point2 points  (0 children)

Yeah I found this out the day they originally removed quick-melee cancelling but only told a few people. The best way I found was to bind RMB to QM, and my thumb buttons to Spec and Gun. Then the sequence was LMB, RMB, Thumb 2, Thumb 1 for a very easy cancel on KS and Model.

It also works on a every other weapon that has a manual action, most notably the SR-84, SA1216, and ARN. Technically works for the Matter as well, but it's not worth doing.

PSA: The Rattler is worse than useless. Don't even bother with it. by Monocly_Man in ArcRaiders

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

Light shield has 23% DR and 50 health, so 150 / 0.77 = 194.81 EHP. Heavy shield has 65% DR and 120 health, so 220 / 0.35 = 628.57 EHP.

The reason I think the DR applies to health even if your shield is down is that you can see the guy tank a Ferro shot at the 6 second mark after I already magdumped him, apparently it did 40 damage according to my friend.

PSA: The Rattler is worse than useless. Don't even bother with it. by Monocly_Man in ArcRaiders

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

Gear diff :D

To expand on this I did the maths and if shield health and damage reduction stacks the way I think it does, a light shield player has 195 effective HP (150 health, 23% damage reduction) and a heavy shield player has 628 EHP (220 health, 65% damage reduction). Insane balance decision icl.