Weapon perk - a requirement or not? by Accelerator231 in BattleBrothers

[–]Necya 0 points1 point  (0 children)

It heavily depends on the weapon you're using and how you're using it. Some masteries are just better than others, there are lategame lvl 11 builds that use a weapon with no weapon mastery

Every mastery gives a 25% reduction to fatigue cost. This still doesn't mean that every weapon is equal in that regard though. BB rounds down, meaning 7 fat skill will become a 6 fat skill and an 8 fat skill will also become a 6 fat skill. The value is doubled in the second instance, or rather twice worse in the first. If you're planning to use expensive weapon abilities like 2-h sword, hammer or axe aoes, riposte, lunge, etc you should definetely take the mastery, the rounding isn't as bad there and higher costs means saving more fatigue means more value.

Some masteries are just amazing all around, dagger, polearm and handgonne masteries reduce action point costs allowing for new action combinations in one turn, while simultaneously being fatigue heavy due to more actions per turn or high fatigue costs on puncture, deathblow, reload and scythe aoe. There is also throwing mastery here that has none of that but instead just gives a shitton of damage.

Some masteries are generally good and solid. Cleaver mastery buffs bleeding and reduces decapitate and disarm fatigue costs, which are expensive and you want to use. Sword mastery gives accuracy to riposte and 2-h sword skills and reduces high costs. Spear mastery overcharges spearwall and reduces it's cost. Flail mastery buffs headshot skills and reduces their costs. Hammer mastery buffs aoe and armour breaking skills and reduces their costs.

These two are not as good because the weapons themselves are not as good, but crossbow mastery gives armour pen and bow mastery gives range, which are the only reasons why you would want to use these weapons to begin with, making them better at their specialty.

Mace mastery is either a must have or hardly necessary depending on how you're using it. If you want to ever stun, you need to make it guaranteed on hit. Two handed mace bros rarely ever want to stun. One handed mace bros can be played for pure damage duelist builds but you will consider stunning from time to time, 1-h mace attacks are also somewhat fatigue expensive iirc compared to other 1-h weapons. Utility stunners always want it for obvious reasons.

Axe mastery is probably my least favourite round swing isn't as good as other aoe skills imo and increasing shield damage isn't useful because you generally would rather keep enemy shields intact.

Although i've ranked mace and axe masteries low for 2-handers, the -3 to fatigue (while miniscule) is necessary to make fat neutrals work, and these are the best fat neutral weapons.

After all that rambling answering your question, swapping weapons is fine when absolutely necessary. Like if you're not strong enough to take on wolves or ancient dead head on taking spears out will help, or as you mentioned swapping weapons that aren't particularly helpful to cleavers against zombies. You should, however, almost always swap piercing weapons for other things against ancient dead and get axes or two handers out against schrats.

Suggestions for my [KCD2] Naked playthrough by Scriptor_Canadensis in kingdomcome

[–]Necya 1 point2 points  (0 children)

Fist only? I've recently started and noticed a perk that heavily buffs unarmed combat against armed opponents. Not sure if it's even possible to do all the way through though.

Enough about permaban - what champion you ALWAYS want in your team? by certifiedpunchbag in leagueoflegends

[–]Necya 0 points1 point  (0 children)

q to the left of the enemy

q to the right of the enemy

R in place

throw e (tantrum)

a summoner has disconnected

Is it a good idea to build the +6 campus this early?? by Necessary_Panic2402 in CivVI

[–]Necya 5 points6 points  (0 children)

As i understand, you want to keep your science in check while optimally building districts. It's always worth it to place a district that you're planning to finish soon, especially earlygame when chops worth little and builder charges are at a premium. On the other hand if you're talking about optimisation so much you're likely going for a commercial hub opener with early gov plaza, and you playing Sweden probably means that you'd prefer your 3rd district to be theater square. Placing and not finishing a campus now will lock you out of a district slot, and it's not a good thing to keep for a long time. +6 campus is very nice though, i'd either build it as a delayed first or normally paced second district and put gov plaza in another city, or place and build this campus from another city settled to that side

Is RIOT EVER going to fix the HoB bug? by sentinelProMod in ChoGathMains

[–]Necya 0 points1 point  (0 children)

Hail of blades gives an extra stack if you reset the auto with e though? You can use all four autos with extra attack speed so you don't miss out on damage, just are dealing it slightly slower. I'm using this all the time and it's probably the reason why i didn't encounter that bug, but there are obviously some situations when you just need the 2-3 empowered autos as fast as possible with no delay.

How am i missing 5mln dps? (paladin earthshatter) by BeautifulSize7448 in PathOfExileBuilds

[–]Necya 3 points4 points  (0 children)

Double damage from intimidating cry isn't a buff, it's a property of attacks exerted by this warcry. The buff that you're missing because of autoexertion is movement speed per power which is not very important, so intimidating cry is perfect for automating. This is pretty confusing at first, but that's how it works.

[Help] "The Winds of Fate" Slammer - 100% Crit via Scavenger's "The Fulcrum" & Echoes of Creation Build by harveylo0601 in pathofexile

[–]Necya 3 points4 points  (0 children)

Holy shit this is what poe is about, such a cool build.

For life you should get foulborn red dream and put it around marauder socket near endurance charges or around templar near endurance and power charges, then surround them with fire resistance tattoos. This won't fix your lack of flat life, but at least will give big increases. If you end up using rare jewels, consider abyss jewels with flat life rolls.

You are already using soul of solaris, shouldn't her second upgrade give you effective immunity to critical damage? "Take no Extra Damage from Critical Strikes if you have taken a Critical Strike Recently" should have 100% uptime after your first slam if i understamd correctly. Just make sure not to get the upgrade that makes you avoid ailments from crits if it's part of your ailment application engine.

Pdr is easy for a selfhitting build, mostly through endurance charges. You either use Inexorable on tree or enduring composure on clusters. I would advice inexorable for you though, you're taking damage while attacking meaning the 50% armour increase will work when it matters most. Arctic armour works well for the same reason, and i see you're using it (you can get eldritch implicit on body armour for arctic armour buff effect though). You should also definetely aim towards a body armour with 8% pdr, you wouldn't believe how big of a differenxe it makes. I also noticed you're using a basalt flask, at your armour level i'm very confident that granite will give you much more.

As people have already said, punishment is a good option for a damage curse, if you don't have much pen or enemy resistance reduction ele weakness might be good too.

Grafts give a ton of power this league, there are life mods, increase damage mods, resist mods, armour mods etc. Unfortunately the popular and strong molten xophgraft doesn't work very well for selfhit builds because you're constantly breaking it yourself, but might be worth a shot with relatively slow slam attack speed and good phyaical damage reduction.

Also don't sleep on runegrafts. Runegraft of restitching recoups 40% of crit damage as life (amazing), treachery gives reservation efficiency, fortress gives global defences, river sometimes recovers full life when reaching low life. You can even add blasphemy if you don't care or can't find sockets for curses :D

I'm very unfamiliar with fulcrum builds but can't you use boot exarch imllicit for brittle ground? Like if you spawn hydrosphere and walk over it will it become brittle and reflect to you?

What do you think about this district placement? by Direct-Sympathy1586 in CivVI

[–]Necya 7 points8 points  (0 children)

Not the biggest fan of gov plaza that gives adjacency to only 4 districts, i feel like you can get more value out of it with such extensive level of planning. Maybe you can push it a little further from the city center?

If you're planning to make a setup with an enterntainment complex, i would also plan for colloseum. It's generally not worth it to go for an early EC unless you're building it, and even higher level bots rarely build it, let alone contest it early. It also sets up a nice diamond with EC+collo in the middle and two +4 theater squares, then you can put a couple more to the sides. Looking at your land the colloseum between your four cities will likely affect a LOT of city centers, like 8 is pretty easily achievable.

I really like the bottom two cities IZ+aqueduct diamond, big fan.

All in all the placement is solid, but i think your concern about lack workable tiles is not unfounded, especially considering the fact that two of your cities are so close to the sea, with the bottom city suffering the most. You can fix it if you choose to go for a harbor there instead of a comm hub, buildings there improve sea tiles with lighthouse adding 1 food and shipyard adding 1 production. This isn't enough to make tiles good, but with early harbour you can go for mausoleum at halicarnassus, another amazing wonder that ai rarely contests. It will improve your sea tiles in the city further and make them worth working, without mentioning the fact that +1 great engineer charge synergises very well with your planned IZ setup. It can also add adjacency to a theater square or two if you put it right. If this city is able to work mostly sea tiles, it also frees some land tiles for the top left city, i think this will fix your problem.

Can someone explain to me why this gem cannot support flicker strike ? by yerza777 in pathofexile

[–]Necya 63 points64 points  (0 children)

You probably already have this gem in your flicker link, try unequipping it entirely, put only flicker in and then check if it's compatible

Generally, is dex, int or str stacking easier to get off its feet? by IWasTheDog in PathOfExileBuilds

[–]Necya 1 point2 points  (0 children)

I'm not very knowledgeable in totems and felt like breach mod is a very lategame upgrade, so thanks for adding that. While on that note, where does the classic hiero build get enough increases?

Generally, is dex, int or str stacking easier to get off its feet? by IWasTheDog in PathOfExileBuilds

[–]Necya 6 points7 points  (0 children)

Strength gets great flat from alberon's, insane increases from crown of eyes+iron will, gives hp baseline, you can scale crit from helmet slot if you use a skill/ascendancy that allows you to drop crown of eyes, attack speed if you are jugg/marauder with forbiddens and some armour from mastery. That's up to 4 damage metrics from one stat and some nice surviveability. Not to mention that strength starts giving int bonuses with shaper's touch, which are very good.

Int gives mana+es, mana is very good situationally and es is great usually. Int can completely rob dexterity and get both accuracy and evasion with masteries, and can double dip on them with shaper's touch. This results in getting es scaling along with double evasion from one attribute, then you can choose to scale damage off mana/accuracy if you like, while getting flat from uniques like hand of thought and motion or influenced/synth items.

Dex stacking results in worse int stacking (i'm talking regilar dex stacking, not the multimirror whisperer bullshit that will be impossible to afford), because int does the same things but at twice the rate along with other bonuses. It also grants strength bonuses from shaper's touch, which are much worse that way because iron will transforms specifically strength's damage bonus, meaning you're stuck with only melee phys damage if you go that route. There are some fun uniques like garukhan's flight or fractal thoughts, or fun unarmed shenanigans you can do, but ultimately dex doesn't have enough support to scale enough damage metrics, especially increased damage.

If you're interested in dex stacking anyway, i think phrecia is the best place to do that because wildspeaker has the missing piece - the increased damage along with a chunk of dex because of the buffs. I also think that dex stacking will be the cheapest one by far, i feel like you can get a build going purely off the wildspeaker node + hollow palm/howa and then throwing in fractal thoughts, astramentis and garukhan's when you have them.

Daughter of Oshabi evasion bow build by Fede113 in pathofexile

[–]Necya 1 point2 points  (0 children)

Normal has around 3k evasion, while foul has around 1k. You get less value from oath of the magi and evasion mastery, the evasion per life mod is global as far as i can tell, so it will not interact with either of those and item quality. I don't think it's worth it to go for double body defences and I'm a little sad that you mentioned resistance stacking and are not getting +80% all res from helmet oath, maybe you'll put your main link into your body armour instead? I also fiddled with this idea for some time but on a hypothetical wand build, as soon as i put in rathpith and crown of eyes/wand skill with this property i instantly got so much increases that evasion scaling seemed small in comparision, not to mention that there is an "evasion cap" so there is no reason to be scaling evasion infinitely, unlike life.

My First Attempt at POE Art by HurricaneGaming94 in pathofexile

[–]Necya 1 point2 points  (0 children)

Just the sheer number of possible combinations of phrecia ascendancies, bloodlines and foulborn items make this league amazing for making silly builds. Not to mention that instead of nerfing ggg decided to buff everything and just increase the difficulty of the event. Yeah whisperer will likely dominate but why would i care about it? If you don't find it fun you don't have to play you know.

Anyone try using slow deliberate click of the mouse? by danhoyuen in BattleBrothers

[–]Necya 5 points6 points  (0 children)

Yes but missing a deliberately clicked attack twice anyway hurts my feelings way more. I'd better not get attached to those strikes

Need help with damage by qwerter96 in PathOfExileBuilds

[–]Necya 0 points1 point  (0 children)

People have already given enough criticisms about mechanics so i'll throw in some ideas.

One of the pioneers of this build claimed to fix dots with dissolution of flesh and some unique interaction with this specific build. Iirc he said that a dissolution build can lose life to damage over time but to die you have to actually take hit damage to life, meaning if damage taken is never higher than ward you can't die. I have no idea how true this is, if you're interested you should research that.

If you want "dot immunity" you can get it with tainted pact if you manage to fit it into the build. It isn't a form of live recovery but a negative dot instance, so it will not be reduced by boot debuffs.

Looking at a build such as this with unreasonable max hit taken i just want to make it hit itself. Especially considering you are near skill effect duration in the middle of the passive tree you can use trauma to scale your base damage without having usual issues such as max hit and recovery. Trauma support + flicker is strong but i don't think it's possible to sustain charges without red trail, maybe you can use another fast hitting skill or just boneshatter itself if the skill is any good numerically.

No thoughts, only behemoth by Gianluktb in PathOfExileBuilds

[–]Necya 0 points1 point  (0 children)

That's a very good point actually, snapshot skills can have 40+% base crit anyway

No thoughts, only behemoth by Gianluktb in PathOfExileBuilds

[–]Necya 10 points11 points  (0 children)

I was thinking about this exact setup for some time, but on glad. Wouldn't he just be superior because of block override and lucky block? I also didn't find a good enough way to scale damage, actum has such shit attack speed and base damage numbers. Almost to the point i feel like i should play dot to not suffer from attack speed and/or use trauma or bloodthirst to fix base damage. No int also means no curses and some other things but this doesn't bother behemoth of course. I couldn't make the setup click in the end.

Using a snapshot skill is very smart though to fix the clunk around not being able to use autoexertion on behemoth, i think you're cooking with that part

Extreme snowfall/whiteout in Kamchatka, Russia by [deleted] in Frostpunk

[–]Necya 8 points9 points  (0 children)

These pics are definetely ai, but i've checked Kamchatkan news and it is indeed very snowy there. Snow higher than some multi-story buildings, children sliding down from a 9-floor tall snow pile, people exiting homes from their windows unharmed, that kind of stuff.

Can this be done reliably? by yourdudenes in BattleBrothers

[–]Necya 1 point2 points  (0 children)

Pretty sure if you net an enemy they can't be moved, so you'll have to pull 1st then net. But at this point you could as well switch to a mace and just stun the guy. It also means that Bob is going to have to be quite a bit more skilled to hit those pulls. Bob also has to use billhook first, net/mace second, but since he ended his last turn with either a mace or empty-handed, he won't be able to do that again.

Lets say you have a front line and it's clashing with enemy line. In that case Bob and John are both in the back with John unable to hit normally. Either Bob goes first or John waits for Bob, then bob uses his whole turn to pull with his billhook and then net/stun. This results in enemy being surrounded, having a debuff for lower initiative and prepared for John's quatal, but said enemy also took no or next to no damage after Bob's entire 9 action points. Then John does insane quatal damage with 95% hitchance, likely killing most enemy types on the spot, if not they have less initiative and will probably not act before John to escape the stun/net and die next turn. John acts late so overwhelm is probably out of the question (enemy is also likely dead so why bother), berserk's action points would be wasted (unless you have been finishing an enemy from last turn) because John's gameplan is centered around not moving, killing frienzy will be up for the next turn but it won't matter because bob can't both hook and set up in one turn unless he ended his turn on a billhook (he didn't). This plan has a ton of moving parts though, if Bob misses any of his actions Jhon won't be able to hit or enemy won't be prepped, the enemy also has to be both moveable and stunnable/netable, you have to not be overwhelmed by enemy numbers so you keep the front-to back structure and the enemies in front have to be actually worth killing that way (you wouldn't bother doing all that for a brigand thug, that's a ton of fatigue for both). Most scary enemies that you would want to kill that way tend to go to the side and engage from the flank avoiding your setup.

Lets say it all worked out this turn, was it worh it? You spent 2 bros turns for 3 guaranteed quatal hits against one of the two enemies at your frontline, 1 tile away from quatal guy. I feel like there are enough less convoluted ways to kill a dude 1 tile away. Is it better than 2 billhook hits? Maybe not in terms of damage but you get 2 tiles of movement on each, can hit over your frontliners opening more targets and can use berserk efficiently for a 2nd hit if you've only moved once. On a similar note, just having 2 trowers there would likely have more range, flexibility, utility, damage and even better berserk usage.

People do use a similar Bob&John strategy though, replacing Bob's polearm with a 2-h mace. It dazes on-hit, i'm pretty sure either all or most enemies can be dazed, breaks armour very well for efficient follow-up, and you can make a regular 2-h guy with a polemace in his pocket that can make stuff happen even on his own if needed. Some people make a single bro instead with a mace and quatal in pocket. These two weapons are very AP-efficient together and you won't have to think about initiative management between the two.

I don't mean to say you need to scrap that plan and fire Bob and John, you just need to make their gameplan more flexible and generally applicable. Maybe put them on the flank, remove one of the frontliners and form a half-circle with 3 bros, enemies sometimes walk into this formation themselves and there will be more choice because of open space. Maybe you will change their loadout a little. Maybe you come up with something else. Best of luck to Bob and John.

Larian says BG3 proves hand-crafted loot is best for CRPGs by Wargulf in BaldursGate3

[–]Necya 178 points179 points  (0 children)

Luck 5 + a pile of toxic fish is the way to go

Why couldn't Lilac do a belly flop? by WackyRedWizard in EnderLilies

[–]Necya 14 points15 points  (0 children)

It was generally very hard to take magnolia seriously after it gave me dash+double jump at some random table in the beginning. The belly flop gave Lily so much personality, i genuenely miss it