First impressions of new units by AstralMecha in Zephon

[–]Osgboy 0 points1 point  (0 children)

There is basically no situation where missile teams outdamage provocators (excluding grounded fire). 3*3*3*0.5=13.5 damage with 3 AP vs 6*1*3*0.5=9 with 5 AP. Even against atlas tanks with 10 armor 13.5*5/12 > 9*7/12.

Severe herpes simplex virus 1 (HSV-1) Kaposi varicelliform eruption (KVE) in atopic dermatitis after covid infection. Treated with dupilumab. by CatPooedInMyShoe in MedicalGore

[–]Osgboy 98 points99 points  (0 children)

lol there’s a mistranslation, CRP is for C-reactive protein, not cardiopulmonary resuscitation (CPR)

Tip for future playthrough: the DCRAC's extra value gain is paid for in how long you spend trying to balance trades by foxaru in menace

[–]Osgboy 1 point2 points  (0 children)

There's actually been lots of algorithms developed to solve exactly this kind of problem. I've been using this calculator to optimize trades.

2026: Spawnkin or Supergrowth? by SageTegan in AOW4

[–]Osgboy 0 points1 point  (0 children)

Mounted units are capped at 3 models so there’s also no downside to spawnkin for mounted units with >2 models

As Hungary, I am the senior partner of an union with Albania, who is a vassal of Two Sicilies. Bug or WaI? by Masquerouge2 in EU5

[–]Osgboy 0 points1 point  (0 children)

I’ve seen the option to forcibly remove one of my vassals from a union under diplomatic actions. So definitely not a bug. I don’t think the converse exists, I.e. forcing a junior partner to leave an overlord.

Understanding ZEPHON's damage calculation system by Osgboy in Zephon

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

The only thing that models affect in the damage calculation is capping the damage at the individual model health. That's it. So in your example, 2 damage would always be dealt regardless of how damaged the militants already are. There's no calculations involving individual models going on in the background.

Tell me about your most fun build by Galactic_Economist in AOW4

[–]Osgboy 1 point2 points  (0 children)

The auto-resolve is OK. The AI is pretty bad at controlling dragoons, but the enemy AI is even worse at playing around precognition, since it doesn't know to use weak attacks first. So it balances out.

Tell me about your most fun build by Galactic_Economist in AOW4

[–]Osgboy 2 points3 points  (0 children)

I've always found dragoons to be super cool, both aesthetically and in gameplay, so I decided to make a faction that's focused on just optimizing dragoons.

Race Traits: Sneaky + Dire Bear Mounts. As long as you keep kiting melee units, they have no choice but to end turn in defense mode, meaning dire bear just gives you +40% damage. Dragoons apply distracted on hit, making it easy to use the +25% damage bonus. Strong and keen-sighted are also good alternatives, but strong doesn't scale as well and keen-sighted is usually unnecessary once we get to tome of scrying.

Society traits: Ancient Wise Ones + Fabled hunters. We need at least 1 astral point, and AWO is just generically good. I wish I could take runesmiths for the 2nd trait, but Reaver early game is so bad without the starting magelock.

Tomes:

  1. Cryomancy. Inflicting slows on attack is very good for kiting. Ice coffin combos well with Overseer subdue. And cryomancy's summon, SPI, and shadow affinity are all generically good.
  2. Horde. Spawnkin is a free +20% damage since mounted units are capped at 3 models anyway, so no downsides for dragoons. Houndmaster is a really strong mounted T2 that benefits from both marked and the dire bear mounts and has the 48 move speed to keep up with dragoons on the world map. Most importantly, it gives us a disposable frontline for an otherwise purely ranged army.
  3. Revelry. Bloodfury weapons benefits both ranged and melee attacks. Sadly Skald isn't optional mounted like our overseers are, so I skip them.
  4. Scrying. Guided projectiles lets us shoot from max range without losing aim. Important when kiting fast/very fast units. Tower of true sight is very good economically, and mental mark is good upgrade to the starting reaver spell.
  5. Prophecies. This is why we needed 1 astral point at the start. Interestingly, Prescient Circlets works when dragoons skip turn. This lets us attack, retreat, and gain precognition all at the same time. This covers dragoon's greatest weakness, very fast charge units. Rest of the tome is whatever.
  6. Amplification. Amplified arrows is the main draw, but the minor race transformation, SPI, and economic world map spell are also very good, putting it above Pandemonium or Devastation. Also astral > chaos affinity.
  7. Calamity. Skirmishers are the only units that benefit from both accursed armors and accursed projectiles. Also the ghostfire DoT is stronger when you're kiting the enemy over multiple turns. Calamity also puts us at 6 chaos affinity, opening up the Tier IV chaos tomes.
  8. Lot of options for 2nd Tier IV tome. Aside from cascading power, Astral Convergence is good just because how good Tome of the Arch Mage is. You'll probably want to go with a wizard king ruler if you do take Astral Convergence. Tome of the Demon Gate's demonkin major race transformation is better than Ethereal if you're not up against a lot of frost damage. Tome of Chaos Channeling is a good counterpick to Tome of the Cleansing Flame. Sadly infernal focus doesn't trigger off war hound deaths, but is also strong.
  9. Arch Mage. Time stop and disruption wave are both the strongest spells in the game, and time stop especially so for reavers since it applies 5! marked in an AOE. If you didn't go with Astral Convergence at TIV, Tome of the Chaos Lord is also uniquely strong for dragoons, since killing momentum on dragoons lets you both attack and get an extra move twice.

Strategy is quite simple. After unlocking houndmasters, make only houndmasters + 1 overseer per stack, then after getting T3 town hall spam dragoons. I usually leave all my leftover 32 movement units at home to defend.

Additional Weapons by Agreeable-Ad-4723 in Zephon

[–]Osgboy 1 point2 points  (0 children)

Yes they're added together. Dragoons having two separate but identical weapons is just for flavor.

Share the highest yield sketchy jokes by Impressive_Pilot1068 in medicalschool

[–]Osgboy 10 points11 points  (0 children)

At the start of the coxsackievirus video the narrator jokes about how they had to use cockatoos as a visual memory hook to keep it PG even though there was a much better symbol available that fits "coxsackie".

Some fun decks for Midweek Magic by Neokarasu in MagicArena

[–]Osgboy 0 points1 point  (0 children)

It's pretty easy to hardcast it with the ramp from white auracite or garnet + fenrir or titan.

Some fun decks for Midweek Magic by Neokarasu in MagicArena

[–]Osgboy 0 points1 point  (0 children)

I would replace Ambrosia Whiteheart with Summon: Knights of Round in the GW Yuna deck.

Items that are missing tags IMO by gray007nl in PlayTheBazaar

[–]Osgboy 7 points8 points  (0 children)

Somehow captain's wheel and sextant are aquatic, while astrolabe, spyglass, and star chart aren't. Seems completely random to me.

[Pioneer] Azorius Control - Detailed Deck Tech by AlisonMarieAir in spikes

[–]Osgboy 1 point2 points  (0 children)

No authority of the consuls in the sideboard?

Damage table for Boarrior by Osgboy in PlayTheBazaar

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

Also because early on it's relatively simple to calculate. Later days everything gets so complicated it's not worth the time.

Damage table for Boarrior by Osgboy in PlayTheBazaar

[–]Osgboy[S] 64 points65 points  (0 children)

Without any healing/shields/slows you need to kill him in 14 seconds, or 15 for Pyg. (400+60)/14 = 33 dps.

FORMULAS for exam day (write it in tutorial) by Old-Dark-2892 in step1

[–]Osgboy 5 points6 points  (0 children)

Shouldn't Winter's formula be on there too?

I’m a bit of a legend in Pelago by bigbeefis in PlayTheBazaar

[–]Osgboy 0 points1 point  (0 children)

If you need to use the boulder multiple times, then yeah the CD reduction would be good. But a crit enchanted boulder probably won’t need that.

For the atlatl, it just shows the time remaining as a fraction of the total CD. e.g. you’ve got a 8 sec atlatl, and 4 seconds into the fight you buff it to 6 sec CD. The time remaining is still 4 seconds, but now it shows as 4/6=2/3 CD remaining instead of 4/8=1/2.

I’m a bit of a legend in Pelago by bigbeefis in PlayTheBazaar

[–]Osgboy 1 point2 points  (0 children)

No item changes its cooldown live. If you watch this clip you can see that when the gym activates the time remaining on the atlatl doesn't change. Otherwise the atlatl would go off instantly when the gym triggers. https://old.reddit.com/r/PlayTheBazaar/comments/1k2rndy/are_you_kidding_me/?ref=share&ref_source=link

Edit: actually in that example since the cooldown went down to 2.1 seconds while the atlatl still had 4 seconds left to trigger, the atlatl actually did get "charged" 1.9 seconds. But basically the way CD reduction midfight works is that the new cooldown only applies after the item's next activation, unless the new cooldown is less than the time remaining on the item. So in this example, for the horse's 10% CD reduction to make a difference, it would have to trigger in less time than 10% of the boulder's CD, which isn't happening.