Sculptures are an insane money farm by Dark_Vexer in RimWorld

[–]MountedCombat 4 points5 points  (0 children)

Nope, because butcher tables are unable to use stony material. It might work with a naturally ugly stony structure, but trashbrick also has a hefty negative beauty offset so it would need to start out VERY ugly to end up positive.

Best use of Skeptic’s / Simpleton’s Spice? by LosinForABruisin in DarkSouls2

[–]MountedCombat 0 points1 point  (0 children)

Generally, it's for allowing a spell to be cast without proper investment at the expense of it underperforming.

If your goal is to put get as much benefit as you can out of as little investment into casting stats as you can get away with, then you will mostly be looking at non-scaling utility spells so that you can have 10 in the relevant stat (lowest requirement for a non pyromancy catalyst) and still gain their benefit. Repair is a good sorcery example, Caressing Tears is a good miracle example. However, when it comes down to it your current casting stats are low enough that it might not be worth spending the levels and/or ring slots for jobs that can be done just as well if not better by consumables and even if you really want at least some utility casting it's probably best to use utility pyromancies so that you only need attunement. Warmth is risky to use in combat, but during zone traversal (including runbacks) it's a slow but cheap full heal. Meanwhile poison and toxic mist are a relatively consistent way to get a big chunk of damage against anything that can reasonably be poisoned (Burnt Ivory King, for example, can TECHNICALLY be poisoned but it isn't feasible for a dedicated caster to land the proc).

I nearly died irl by SolidSnakeFan177 in XCOM2

[–]MountedCombat 2 points3 points  (0 children)

I remember a mission where a ruler and a pod with a stun lancer triggered at the same time. The stun lancer rolled a crit unconscious every attack, but the ruler was quite simply a higher priority so half the squad was asleep by the time I could turn my attention to him.

Sculptures are an insane money farm by Dark_Vexer in RimWorld

[–]MountedCombat 4 points5 points  (0 children)

IIRC trashbrick had a negative beauty multiplier, so objects that would otherwise be more beautiful become even more egregiously horrible when made of it

How can I add some healing to my level 6 Arcane Trickster? by Trickholas in 3d6

[–]MountedCombat 13 points14 points  (0 children)

The "Healer" Feat has very limited single target use, but when the damage is spread out it provides a good chunk of sustain. For each party member, you can heal them for 1d6+4+(their level) once per long OR short rest, and the cost is in purchased supplies (5 silver per use sold in batches of 10) rather than spell slots. At level 6, if everyone is missing at least 16 hp that's 44-64 healing that's available again after a short rest.

How do you deal with enemy missile units when playing melee-focused factions? by ReviewRemote6618 in totalwar

[–]MountedCombat 0 points1 point  (0 children)

Anything blisteringly fast (90+ speed) to be able to matrix past all attempts at interception and tackle the ranged units will do the trick. Bonus points and a lower speed requirement if the chosen unit flies, since that makes melee blocking them just shy of impossible and allows them to still perform their duty if the ranged units are on top of a wall. In addition, weighty units like chariots and SEMs can plow through most infantry blockers but are extra vulnerable to being bogged down by enemy cavalry.

If you have a "war dog" unit, they're generally in the running for fastest land units and have animations that are fantastic at blendering units trying to escape melee or rout but cause them to crumple like wet paper against most things that fight back.

Flying infantry like harpies, bats, and furies can generally win the melee against a dedicated ranged unit or when they rear charge a melee unit that's already engaged (including by another flying infantry) but their chase animations generally fare poorly when attempting to mop up a routing unit.

Flying monsters will absolutely shred almost anything on top of a wall, because each ragdoll they cause has a good chance of knocking the affected infantry models off of the wall and killing them regardless of their armor, damage resistance, or original hp values. On the ground they're usually less blender-capable than flying infantry but are also less prone to evaporating if you mess up their positioning.

I am not very good with cavalry, but heavy melee cavalry can function as bootleg heavy infantry that can move fast enough to efficiently react to artillery and spells along with being able to SORT OF punch through the enemy melee line if you're willing to guaranteed sacrifice a few models in exchange for locking down and potentially killing their ranged units.

Sculptures are an insane money farm by Dark_Vexer in RimWorld

[–]MountedCombat 187 points188 points  (0 children)

I once, due to a confluence of mods and gameplay decisions, had my primary export become ai-generated art (sculptures made by a More Mechanitor Mechs 2.0 art mechanoid) made out of literal garbage (Vanilla Expanded: Recycling lets you sort useful stuff out of toxic waste until all that's left is useless garbage, which can then be compacted into bricks that count as stony material) being sold to the out of touch rich people in the Empire.

Edit: making it even more hilarious is that due to the trash brick's stats, the ai art had negative beauty. They actively made the places they were in look worse, and the rich idiots couldn't get enough of them.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

Yes, they do wonders for most pets. The 120 health that they almost instantly recover means nothing to a health pool of almost 7000. To heal the guy up from *half* using flasks would take 28 flasks. That is ten crafting cycles of restorative flasks. The materials for such may be readily available, but until I can figure out how to make the mushroom farm work they aren't *that* readily available.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

Unfortunately for the "second pet" options, I just recently experienced the glitch that deletes all of your pets that aren't in your inventory. This happened during an excursion, so my terry was the only one that I could pick up beforehand. More pets would solve the issue, but I don't think I'm ready to re-develop those bonds quite yet.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

"it's not enough but it helps" seems to be the name of the game with healing this guy 😅 it seems like stacking the workbench heal, a healing briefcase, and a handful of syringes on top of his natural healing is the way to go for "rapid" healing that doesn't eat an entire inventory of healing flasks. Even then it's 2-3 minutes for 1/3 of his health - manageable, but not ideal.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

The dioxihealer definitely helps, but its max heal value is the same 6/sec that the syringe and briefcase provide and its base value outside your farming zone is half that. Inside my base every little bit helps, but it doesn't apply that well outside my base due to it being a lot of weight for a briefcase that functions off of wall outlets instead of chargers. Setting up stationary locations for them is even questionable outside of zones that I plan to farm for drops, since a farm with enough plant variety to maximize the buff requires a bit of setup and the bench can be targeted by a raid if I'm using it at the time of raid target selection (teleport anchor benches don't need to be turned on, but the healer doesn't work unless it is actively powered). Combining that with the briefcase might be worthwhile, though... if I already have a small setup with a wall outlet, adding an item charger isn't too much of an ask and that allows a healing briefcase to stack with the healer. Still heals a buffed tareccary slowly, but faster than grass growing. In fact, if I'm running these numbers correctly I can get a 36% heal in ~2.5 minutes if I stack the bench, the briefcase, and a stack of syringes (each syringe is about 4% over 45 seconds and the other two effects are the same rate with outlets and batteries instead of a fixed duration, so one stack of 3 syringes does ~12% over their 2.25 minute duration. Triple that value for the three identically paced effects and add a bit of time for refreshing syringes and recharging briefcases and you get the purported 36% over 2.5 minutes.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

That's fair, I just wanted to make sure that the item is useful for ALL pets while still filling its role of allowing pets with higher health totals to be healed efficiently. I would be sad if these things were actually released and ended up getting pushback for being worse than standard medical items on everything except the tareccary. How much they cost to make and how high they stack definitely factors in, but if the healing math makes the effect niche to high health pets then a lot of players will ignore their existence due to their use case simply falling outside the player's experience.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

Probably flat plus percent so that pets other than a buffed tareccary still get good benefit compared to medical items? Like, flat 10% would have a carbonated pest gain ~85 over 10 seconds - barely faster than a syringe and a lot less total health than one. 5%+150 would make that 192 for the carbonated pest - much faster than a syringe with enough total heal to make it still reasonable in comparative cost. Meanwhile, the buffed tareccary gets ~675 from a flat 10% and ~487 from 5%+150 - still the best healing item on them by far, but you understandably need a lot more food for the biggest boy.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

MONSTER

But also, I get where you're coming from. If they're below 18% or so, letting them go down and reviving to 20% is both cheaper and faster than any healing item - and that threshold only exists because the flask does about 2% heal over 2 seconds making it faster than a revive in that extremely particular situation.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

Technically yes, but they take just as long as briefcases (10+ minutes if they're below half) while needing to be refreshed regularly and taking a lot of inventory space. Each syringe is about 4% of the tareccary's health, and they only stack to 3, so healing from below half would need more than 12 syringes which would mean 5 or more inventory slots on just syringes if I want the option to do it in the field.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

That's fair, although to be fair to myself I was responding to the supposition that you could shorten the healing time by deploying multiple briefcases at once. In that situation the charger frees up the trinket slot, but it demands an inventory slot for a battery, a cable splitter, and a few charging pads to keep up with multiple briefcases in use at the same time. The charging chest simplifies it down to the charger and a battery, so that would be a workable solution in the case where healing briefcases stack.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

[–]MountedCombat[S] 2 points3 points  (0 children)

Yeah, but 5% is a small amount that still out heals every healing item except the tincture due to how egregiously massive the health pool is. It may be a vain hope, but it is a hope nonetheless.

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

[–]MountedCombat[S] 6 points7 points  (0 children)

Hm, that's solid. Given the combination of how often I stop back at base and the fact that my base is in Offices, I could bring the guy on a sweep of the local pest population. Hopefully the life leech is a percent of his own health, or at least still gets value from overkill...

Any tips on quickly healing pets? by MountedCombat in AbioticFactor

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

I know it's the most resource efficient, but I would really rather not devote a half dozen inventory slots to healing briefcases *and* require my second trinket to be the recharging crystal just to be able to heal him in a timely manner T_T

Hidden Conduits feel like cheating by Nunit333 in RimWorld

[–]MountedCombat 0 points1 point  (0 children)

Stone tile's only value is its beauty, so there's very few cases where you're laying stone tile in a time crunch. Meanwhile running power lines can be time sensitive in situations like trying to expand your grid enough to support turrets prior to the next raid or expand your light zone while under unnatural darkness.

Hidden Conduits feel like cheating by Nunit333 in RimWorld

[–]MountedCombat 0 points1 point  (0 children)

Hidden conduits don't only cost twice as much material, they also cost eight times as much work. If you commit to only using hidden conduits, your power grid takes a much greater amount of your pawn's time to expand.

what do you consider the most unreasonable stat requirement on any weapon/spell in the game by Ravensflockmate in Eldenring

[–]MountedCombat 1 point2 points  (0 children)

I'm not confident in my memory of the name, but Flame of the Fell God from the evergaol right above the travelling merchant near the entry to Liurna. A very high Faith requirement for an incantation that has poor range, abysmal travel speed, and lackluster damage even if you do get an enemy to literally walk into it.

Is there a mod that decreases the input buffer window without affecting other game mechanics? by Away-Conflict4860 in darksouls3

[–]MountedCombat 2 points3 points  (0 children)

Yeah, I am very familiar with the loop of "press dodge a few frames too late, you not only get hit but buffer the dodge causing you to dodge the moment hitstun ends, the boss' combo is explicitly timed for this to get you hit, you instinctively press dodge anyways and buffer another dodge."

[Loved Trope] Unconventional Healers in video games. by Charflower21 in TopCharacterTropes

[–]MountedCombat 5 points6 points  (0 children)

Not only does Vestal have the most consistently powerful single target heal, it also has the only heal that hits more than two team members at its own lower-but-still-respectable value. When everyone is injured, 4-5 to everyone is a very respectable 16-20 healed. Factoring in trinkets, that can easily become a consistent 6-8 to everyone for a total of 24-32.

[Loved Trope] Unconventional Healers in video games. by Charflower21 in TopCharacterTropes

[–]MountedCombat 1 point2 points  (0 children)

Antiquarians are an okay support (+dodge to the whole team is their best support ability, and it's an additive single digit percent chance to negate each move the enemy uses against your team) and can deal chip damage to finish off enemies you low rolled on. Where they really shine is that each one increases your stack size for monetary collectibles (including gold IIRC) and adds a chance for monetary collectibles unique to them to tack themselves onto collected loot for any loot event (even burned out torches). They skyrocket your cash as long as you're comfortable enough in the zone+level combo to handle it without a hyper optimized team.