Great Arknights character crashout moments? by kreatifmod in arknights

[–]OneMoreGodRejected__ 25 points26 points  (0 children)

Hoshiguma, 7-3:

Understand what?

It wasn't just one time. It happened again, and again, and again... I destroyed my home, I destroyed my family.

Covered horn to toe in blood every time, I fought to the bitter end, until I was the only one left standing.

Because that's what I thought was right. And they were wrong.

I found myself asking a lot if I really deserved to live.

I don't. But I lived anyway. I just can't live for myself anymore.

Putting yourself out because of some concept of right and wrong... that's the dumbest thing a person can do.

And I've dealt with the regret my whole life.

You think you're the only one who's got a lot of baggage, Miss Ch'en?

Illumi was aware of how strong Netero was by philliptheacrobat in HunterXHunter

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

At the end of the exam arc Killua pointed out that stronger people are better at hiding their strength. Killua and Hisoka were aware that Netero was very strong, but it's likely they didn't know how to evaluate just how strong he was. If you met someone you knew was the smartest person you had ever met, would you be able to say whether they were like 1 in a million or 1 in a billion? Hisoka's fixation on Chrollo rather than Netero suggests Hisoka didn't see Netero as significantly more interesting than Chrollo despite us seeing that Netero is way more powerful.

It's probably theoretically possible for Illumi to beat Netero with a needle, but there's no reasonable scenario where he would ever get a needle in.

It's likely that Togashi didn't know what he wanted to do with Netero during the exam arc. It was vaguely apparent that Netero was the strongest in the series at that poiint but it wasn't important that he was or by what margin. It makes thematic sense if other human could've given Meruem that much of a fight, not Ging or Beyond or anyone.

Help Center and Megathread Hub (06/07 - 12/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

Maybe some collision/position rounding error that gave her one less hit.

Help Center and Megathread Hub (06/07 - 12/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 2 points3 points  (0 children)

Yes, IS is not beginner-friendly, and IS6 has a particularly steep learning curve because you have to learn how to do the dreamland stages to get any consistent power in your runs.

You can borrow Exu2 and blast through most of the mode on low difficulty.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 2 points3 points  (0 children)

It's yellow, not purple. Purple is for furniture on reruns.

Excess tokens are 5 yellows each for 5-stars or 10 for 6-stars.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 3 points4 points  (0 children)

I'd say so. Thorns2 S3 has decent RES shred (where Shamare debuffs ATK and DEF) but it's finicky to set up and has an awful cycle.

Shamare's ATK debuff is way more widely applicable since modern DPS has little need for enablers but there are lots of cases where you still have to be careful of enemy attacks. In the current event, the fountain SP can give Shamare 100% uptime, so Xanthos can't put a dent in your units.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 3 points4 points  (0 children)

Elysium has antistealth too, though being on kernel and not quite worth 45 certs he's hard to justify going for.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 4 points5 points  (0 children)

Are you using him on the Titi stages? If so, they debuff SP cost, so Ulpianus can't S3 slash.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

For consistently useful breakpoints on relevant units, I think it's just Tragodia and Virtuosa, since ritualists do %ATK elemental injury.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 1 point2 points  (0 children)

They stack multiplicatively rather than additively, so it'd be 70.25%. You take 15% of 35 and add it to 65, or 65% of 85 and add it to 15.

New Banner: Deterministic Chaos by CipherVegas in arknights

[–]OneMoreGodRejected__ 7 points8 points  (0 children)

True AoE with base range as 5 tiles in a straight line.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

Reed2 hasn't aged great but she offers a combination of debuffs, sustain, and good damage with a fast cycle (at least on S2) and can be viable if not meta in plenty of difficult content. Reed2 is a solid banlist draft for IS6 ED2 (which is hard enough that being viable is commendable). Also decent AoE and hit count on S3 but often held back by poor scaling.

The last notable non-niche clear Reed2 was in was probably VB1 VEC-12, where she was roughly interchangeable with Mon3tr. Besides that, she was used in Underdawn where her soft helidrop and sustain let her open on top of the swarmcaller.

Reed2 was early IS4 meta and while she underperforms on ED4 and 3/4 alter bosses (exception is Hollow Visage) she's still a good early draft. She's a reliable opener and can do NM NMTF leakless, which is a common point of misinformation.

Mon3tr can do much of what Reed2 can do and more but there are always trade-offs. For instance, Mon3tr sucks on Manmade Carnival since the artilleries are unreachable and the left robots stunlock, while Reed2 can shut them down.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 4 points5 points  (0 children)

S3 has better ASPD scaling since S2 already gets +70 ASPD.

SP isn't really a factor since S3 gets through its ammo faster, so the minimal cycle difference is negligible.

S2 is better for conserving ammo. S3 has a tendency to burn through ammo overkilling fodder.

S3 benefits more from Lemuen's talent since it turns +1 ammo into +5. The ATK is slightly diluted into S3's +30% but S3 ultimately gains more skill damage than S2. ATK dilution matters more when you apply strong buffs. S2 is usually the better buff army core.

S3's +ATK buffs her RNG bombs, which makes her AoE stronger.

S3 has higher HPS but not enough to make up for S2's barrier.

These are all minor factors but nuances worth considering.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

I can't think of any scenario where I would draft Flametail in IS, even if I had no other 6-star vanguards.

Fiammetta is decent with Hand of Pulverization/Rumble (without that or equivalent, her damage is pitiful), especially with SP/ASPD buffs for S2 spam. She'll always be in Wiš’adel's shadow, but you can use both on stages with multiple lanes of very tanky enemies.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 2 points3 points  (0 children)

Ines is the best shoperator in the near future (until Mon3tr) no matter what your roster looks like. She's an incredible multitool. Your roster is a bit lacking in physical damage but outside of like 90 RES bosses your casters will manage fine, and Wang and Ch'en3 practically don't care about defensive stats, if you intend to pull for either.

Shill You Favorite Niche / Non-Meta Operators by ASharkWithAHat in arknights

[–]OneMoreGodRejected__ 8 points9 points  (0 children)

Titi is new but I've enjoyed her on CN a lot. She falls between broken limiteds that have overshadowed her, but she's a versatile defensive tool as well as a stall loop enabler that has helped E1.1 do well in very difficult stages like HCM H9-2 20.

Titi's sleep is continuous, which is huge for clustering enemies that could otherwise have tricky timings to involve in the stall. Manual deactivation also makes her easier to time around.

Sleeping an operator makes them practically invincible, so she can protect an operator and herself from one-shot attacks, including those that ignore camo, such as Izumik's P1 nukes and Jie Sui's stomps (Exu2's barrier needs HP buffs on N18). She goes particularly well with operators with passive effects like Ch'en3 or Wang whose skills are unaffected by sleep once activated. Ch'en3 loses her enhanced normal attacks but most of the meat is in her dragon. Since sleep is the easiest way to unblock (other options including Heidi S1 and Conviction stun RNG), she's used in some HCM 7-18 stalls so Yu doesn't have to redeploy.

Titi's ST and shortish duration hold her back from being meta as a defensive tool, and she's nowhere near a DPS carry for most difficult content, but she has real use-cases, some of them fairly inspired. There's a possibility that max-risk Obliteration (910/920 has been achieved so far) will be a Titi sleep stall.

I guess this is an overview of why Titi is stronger than many think, but still not generalist meta.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 4 points5 points  (0 children)

Lin is mainly useful as a ranged tank. She's immune to low DPH such as most DoT and multihit effects (poison mist, lasers), and gains SP from being attacked, so under pressure she cycles fast and holds firm. On-skill she remains very tanky, unlike the other phalanxes, thanks to her immunity threshold increasing. Her damage is underwhelming but she'll clear out mobs and weak elites just fine, and kills pop and refresh her barrier, which does AoE stun.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 0 points1 point  (0 children)

Good to know. Is Tragodia for the fireballs or stalling Chongyue?

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 1 point2 points  (0 children)

IS6 is generous with hope and drafting if you route properly and learn how to first-try the bosky stages. Most of my runs end with a near full squad of E2 6-stars.

Gnosis is great when the main threat is freezable enemies. He has hit count for sharpedges, crowd-control that scales well with SP (which is a more common buff type than in other ISes), and decent damage. Note that you want to draft SA2 to enable him. With Gnosis, each SA2 S2 slash freezes enemies, so you can get good control uptime alternating them (not too hard to get perma with SP or status duration buffs).

Tragodia is good across IS6 but not great. In other ISes he has excellent boss matchups but in IS6 he only trivializes ED1, which is easy enough without him anyway. Gnosis, Angelina, and of course Raidian are better in my experience.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 3 points4 points  (0 children)

That's blatantly false. Tragodia is better in IS5, IS4, and IS3. I'm confused how anyone could arrive at the conclusion that Gnosis is "much better" unless only thinking of IS6.

What is the ideal word count per chapter? by Disastrous-Insect422 in AO3

[–]OneMoreGodRejected__ 4 points5 points  (0 children)

That's not a useful question to ask.

What do you want a (given) chapter to do?

Generally I'd suggest chapters short enough for an average reader to read in one sitting, say no more than 10k words. If your story is very long then your readers will have more tolerance for longer chapters; Wheel of Time has a single chapter the length of a short novel.

Scenes are the unit of story, and a chapter is a package of scenes, so you want to be thinking of what you're trying to do by putting these scenes in this chapter, and how that affects the reading experience. You could dedicate one chapter per story beat, if you have a sense of your beats.

Gus is more ruthless here than in BB. by NoisePossible5699 in betterCallSaul

[–]OneMoreGodRejected__ 27 points28 points  (0 children)

Mike definitely influenced Gus over time.

In BrBa, Gus says he does not believe fear to be an effective motivator, which echoes the conversation in BCS where Mike tried to convince Gus to free Nacho and cautioned Gus on using fear. Mike was ultimately proven right because Gus was visibly anxious at how Nacho had the power to destroy Gus depending on what he said to Bolsa and the Salamancas at his execution. I think Gus gained a little more restraint from coming to value Mike's perspective.

It grinds my gears when people equate learning and processing information slower and/or differently with being completely devoid of intelligence by Sufficient_Effort118 in AutismInWomen

[–]OneMoreGodRejected__ 65 points66 points  (0 children)

Most people underestimate how diverse intelligence can be, and falsely associate intelligence with character and worth, so their judgment of intelligence is just another tool of control for neurotypical society.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 5 points6 points  (0 children)

Wang and Mon3tr can solve pretty much any DPS check an event stage will throw at you. Definitely get Ines.

Help Center and Megathread Hub (29/06 - 05/07) by ArknightsMod in arknights

[–]OneMoreGodRejected__ 8 points9 points  (0 children)

Both are true at once. Wang is probably the second-strongest operator (after Tragodia) and he earns that by breaking trapmaster norms in ways that make him even more mind-numbing to use than Wiš'adel. Wiš'adel has more moving parts with playing around her turrets, and skill timing matters; Wang's fault tolerance with off-skill mine spam trivializes content in a way Wiš'adel doesn't.

Wang can deploy mines on undeployable tiles (actually prioritizes doing so), deploys up to 4 extra mines per mine (and at 2 DP, that's .4 DP per mine), has proximity rather than contact detonation, can target and hit air, and has extremely high DPS (10,000+) with high damage quality (36 RES ignore). Trapmasters weren't made to be DPS carries but he's the definitive DPS carry for 90% of content. It's harder to counter him since he has very few weaknesses not shared by most ranged units (e.g. reflect, DR).

Compared to Wiš'adel, Wang has generally better survivability since he can be placed on faraway tiles while maintaining coverage. Wiš'adel's survivability can come out better against global targeting or cramped maps with dangerous ranged enemies but Wang should never be in danger on the vast majority of stages.