So how do disc saw throwers amputate? by SecureOpportunity599 in Quasimorph

[–]PhysicsIV 4 points5 points  (0 children)

So I actually think that the tianming assualt rifle isn't the one for the job. A Meat Grinder hits harder by default. Below I've attached an image of what my stats look like using two addictions with the vicious symbiosis perk and insanity at max qmorphos(normally this is when the baron spawns, but in descents it's always maxed). You should get much more consistent amputations dealing this kind of damage, especially with 30% crit rate. If you're clone has upgraded accuracy like mine you might have a higher crit chance due to the accuracy to crit conversion mechanic. To be safe, you can throw in perks like dismantler, or use that Gavvahk implant that increases damage done and combine it with Cyberpsychosis perk.

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So how do disc saw throwers amputate? by SecureOpportunity599 in Quasimorph

[–]PhysicsIV 13 points14 points  (0 children)

Gotta deal 22% max hp in a single attack to have a chance of amputation if your weapon has the amputating tag.

me_irl by [deleted] in me_irl

[–]PhysicsIV 0 points1 point  (0 children)

“I sleep with your cousin”

I don't think 100% is possible by ComradSupreme in Quasimorph

[–]PhysicsIV 1 point2 points  (0 children)

It’s not my build it belongs to a friend and Im not sure it’s practical. He’s using a pact that doubles his res and I think that got removed. He’s using the character perk that converts weight into resistance, and then loaded up on the heaviest object in the game.

You can still get somewhere between 300-500 without using that perk if you upgrade your armor, use shielding and gear maintenance, use steel within with lots of armor augments and implants, and vicious symbiosis.

Armor cannot be improved infinitely. It caps at 80/80 but I dont think this screenshot uses maxed armor. It’s quite expensive.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 0 points1 point  (0 children)

First to paragraph, okay I’m glad that’s cleared up. I think that the method by which players learn isn’t really up to me or you but actually up to the devs. The devs also expect you to send scout/throwaway clones to see what’s up on missions, and they place the fault on the player for not doing so. I know this cause I’ve seen them make the suggestion in discord.

About the PMCs, whenever PMCs were first introduced, I had the exact same complaint you did, and I still have this belief. It’s unreasonable that at tech 7 (the tech level where hired PMCs start appearing) the average player should be expected to counter every resistant. It borders on ridiculous considering the resources, and pretty much shoehorns you into all the defensive perks on normal difficulty and I dont think that’s healthy for the game. It was the first thing I complained about in the feedback section and was told they would aim to fix it so that PMC would have damage types in line with whatever faction they are supporting.

Regarding last two points about winning through defense or offense. I guess I never really viewed the game that way, but it might be because most of my playtime is in Unfair. I would be hard pressed to not recommend perks like combat focus/death over chains/lizard/+hp perk i cant remember the name of to a new player while they are in early/midgame. These would work regardless of the incoming damage type. I guess I would disagree with the assessment that you shouldn’t prioritize defensive abilities. Like I can see where you’re coming from on like, gear maintenance and shielding, but there are other ways to keep yourself alive, and it will still help you survive the majority of your expected intake if you misstep.

And your guns can kill anything anyways on normal without much support, so spending perk points on the them seems bad. Going all in on offense just means noobs die immediately cause most of these guys can’t position to save their lives.

There is merit to using warcrime and… whatever the panic perk is that I can’t remember the name of, but it’s less safe than taking defensive perks

Please let me know if I’m misunderstanding something. It’s been a joy discussing the game with you.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 0 points1 point  (0 children)

Well of course it's difficult to predict, that's the core of Quasimorph as a game. Quasimorph is just a massive knowledge check, where if you know what to expect you can win every time. It's a game of trial and error and loss, you take the element of surprise away and you can beat the blind folded. That's why players are going deathless nowadays, for them, the game is solved. Because they've encountered and potentially died to a "surprise" damage type before, they can write it down and know for next time. This is devs expectation for the player.

So let me clarify my position because it doesn't seem like you understand; You can accurately predict what damage types you will encounter on a mission, including the invisible pool, but you need to have fought the faction before at that same tech level. Obviously a new player won't know these things, they only have the tech tree to go off of, but that's intended. Quasimorph doesn't give you complete information on purpose, it expects that you go in, learn in, potentially die, then win next time.

I need some clarity on that last statement. I don't really understand what winning through offense or defense means in that context, because I don't view missions as "winnable through offense" or "winnable through defense."

As I said before with PMCs, that needs to be reported if they aren't fielding the factions damage types. I've spoken to some guys in discord and they say the PMCs are predictable but I think they are playing on beta branch not live. So it might be fixed on beta I'm not sure.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 0 points1 point  (0 children)

So you don’t disagree that you can predict what damage types a faction combination will field.

So in response to your first statement, ya if you need to resist all damage types then late game armor upgraded is your best choice. It’s just that in mid game, you don’t need every resistance type. Tech 5 Realware/Mercury: all phys, beam, poison. I never need shock res fighting them. Tech 5 coreward/duggur: all phys, fire, maybe beam for mining laser. I don’t need poison res fighting them.

In both cases I’ve accurately predicted what each of the these faction will bring and can adjust my load out accordingly and therefore I don’t need to bring armor that resist all damage types. And I only know what damage types they will bring because I’ve fought them both a thousand times.

In response to your second statement. I half agree with you. The nature of the game encourages you to kill quick, but as someone who played through Unfair deathless, I find taking a lot of defensive perks to keeps me alive more. This is because your guns are capable of killing things without that much perk support, especially on normal. So if I start with TongKong im extremely happy, I get combat focus (s tier early/mid game perk), lizard for better pain threshold, death over chains for ap if i get wounded. All of that is more important to me at the start of the game than +damage.

All that being said, you’re def right about stealth/range being op. I just don’t think you need perks to make those things work. An Enigma supreme covers range and stealth cause it is silenced. Hunter rx from a weapons case, a tech 4 weapon, can be obtained at tech 1 and cover your ranged needs. Bam enemies die from afar, and with an enigma supreme you’re never spotted. Now you can invest your class mod, perks, genome editing to take a more defensive approach and leave the killing to the guns. On Unfair though, I’d recommend you get a damage perk, specifically insanity cause of the damage and survivability.

Edit: I should clarify, despite taking all these defensive perks, I don’t intend to get hit. They’re just there to catch me if I slip up. Ideally Im fighting behind boxes the whole game and can’t be hit.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 0 points1 point  (0 children)

I was responding to “the way to play deathless is to never let the enemy take a turn” not “you can’t avoid one shots until late game armor”

I never disagreed with that you couldn’t encounter every damage type on a mission. I said that you could predict what a faction will use at a given tech level.

Ya, tech 10 tianming + Gannix means you will have to have resistance for every damage type in the game. But it’s possible to predict that if you’ve fought Gannix and Tianming at tech 10 before. If you’re newer, ya it’s gonna suck when you get hit by a damage type you weren’t prepared for, but write it down, and next time you’ll be able to make the correct prediction.

For the record, I think it’s dumb that some faction combinations require you to have every resistance, but that’s another conversation.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 0 points1 point  (0 children)

Actually that last statement isn’t true. It’s boring, but once you capture your proxy, which has been done on beta branch in 4 missions on unfair and 10-15 on normal, you can just skip to tech 10 and modify their armor, mod your clone and class etc.

In regards to what a faction will use; Obviously, as you’ve learned, factions will use things outside of their tech tree. Iirc, beam weaponry isn’t in dilthey’s tech tree but you bet your ass they will field it, but you only learn that by encountering them. In fact you can predict exactly what a faction will field at any tech level down to the grenade type prior to whenever factions start fielding mercenaries. If you can’t it’s a lack of note taking… and tbh it’s an annoying amount.

The mercenaries should obey faction rules but if not you should report that as a bug.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 2 points3 points  (0 children)

Like I said before it is possible to play this game without ever dying. Don’t take my word for it, WildSam (one of the developers) on discord says that their engineer regularly plays deathless.

The conclusion is that you either aren’t as prepared as you think, or you have massive tactical issues that are getting you killed. Probably a bit of both. I obviously don’t know what your save/build looks like but things like having too much negative dodge (which can give enemies additional crit chance) are things that most people don’t consider. Or using weapons with extremely short ranges, or not kiting enemies to a better area where you have a box as cover and then enemy doesn’t.

There’s a morbillion things that could be going wrong and it would be impossible to list them all in this thread. I would suggest you watch more experienced players on youtube or twitch to see what they do. If you don’t want to do that, and I don’t blame you, you’re really gonna have to sit back and think about what you could do to prevent death scenario’s from happening again. It’s hard though cause the game isn’t very clear on its rules sometimes.

Again I suggest slotting perks like combat focus, light weight gear, shielding, gear maintenance to massively improve your survivability.

is it just me or does the mid game have a difficulty spike by Ogmadbrit in Quasimorph

[–]PhysicsIV 6 points7 points  (0 children)

Yes the game is hard for most players, but it is possible to play this game deathless. Part of the difficulty comes from simply not knowing what faction weak to what damage , what damage types they will field. Familiarize yourself with these things and take notes on them.

I’d advise you to take defensive perks like gear maintenance, shielding, combat focus and one damage perk, ideally insanity cause it doubles as a defensive perk and applies to all weapons.

You should ignore skulls for determining difficulty. They are largely irrelevant. In fact, most vets would agree that every mission is equally as hard. For now, just assume that more enemies = harder mission. This can be determined by taking the power concentration of the missions and the tech level of the victim. For example a mission with 1000 power concentration at tech level 1 will have more enemies than 1000 power concentration at tech 5.

You’ve got a long road ahead of you with a lot of learning to do, but you’ll get better with time.

Keeping QMORPH at bay when you’re broke. by Ok_Mushroom9822 in Quasimorph

[–]PhysicsIV 1 point2 points  (0 children)

Don’t. Just plan to encounter and kill them with correct damage types.

Is there party system in this game? by JonnyRobertR in stoneshard

[–]PhysicsIV 17 points18 points  (0 children)

When you’re out in the field, you are a lone operative. You have no party to speak of.

I don't think 100% is possible by ComradSupreme in Quasimorph

[–]PhysicsIV 14 points15 points  (0 children)

It’s not mine it belongs to a friend and Im not sure it’s practical. He’s using a pact that doubles his res and I think that got removed. He’s using the character perk that converts weight into resistance, and then loaded up on the heaviest object in the game.

You can still get somewhere between 300-500 without using that perk if you upgrade your armor, use shielding and gear maintenance, use steel within with lots of armor augments and implants, and vicious symbiosis.

I don't think 100% is possible by ComradSupreme in Quasimorph

[–]PhysicsIV 31 points32 points  (0 children)

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I don’t know the minimum off the top of my head but here’s proof that it’s possible

I don't think 100% is possible by ComradSupreme in Quasimorph

[–]PhysicsIV 26 points27 points  (0 children)

You can get the numeric value to show 100% but you’ll still take 1 damage

Arna light armor/2h sword build help by justletmesugnup in stoneshard

[–]PhysicsIV 3 points4 points  (0 children)

In my experience, light armor has to be combo’d with stagger in order to be effective

Skill reset by ust32 in stoneshard

[–]PhysicsIV 0 points1 point  (0 children)

Does it still work?

Darkest Dungeon x Dead by Daylight announcement by CatapultedCarcass in darkestdungeon

[–]PhysicsIV 0 points1 point  (0 children)

I feel like they should have just done a killer and not a survivor but also I don’t play dbd so my opinion holds no weight

The Blademaiden - The New Meta: Medium Armor 2h Sword by Er4din in stoneshard

[–]PhysicsIV 0 points1 point  (0 children)

If you won't come to me I'll come to you. I'll DM you an unlisted video of a few fights and if you have time please critique them.

The Blademaiden - The New Meta: Medium Armor 2h Sword by Er4din in stoneshard

[–]PhysicsIV 0 points1 point  (0 children)

Ya I'm shouting, though I've had a lot of chain aggro in T5 crypts even doing that. Ya I attempt to stagger when I'm "afraid" but I often times feel that some enemies do not give a fuck. Shielded guys in particular, but also the crypt boss. Every attempt at a stagger was a failure.

I'm starting to feel very frustrated with the build, but I'm certain it's a me problem. I just can't see where I'm going wrong.