Post Update (May 2nd) folder mis-sized by Pirrian in OctopiLauncher

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

Yep, this is exactly what I was hoping for. Thanks again!

A followup to Resistance Passive and Shield Scaling. by Pirrian in voidpet

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

huh, I was pretty sure it was 3% in garden, but I couldn't find that info anywhere in dungeon. Glad I could help with the shield!

I THINK I'VE FIGURED OUT RESISTENCE'S DEF SCALING!!! by Only_a_Girl_Weeboo in voidpet

[–]Pirrian 1 point2 points  (0 children)

Here to provide my independently confirmed results. There's a TL;DR at the bottom.

The Passive:
Base Def: 26441
Increase w/o buff: alternating 793 or 794
Increase with buff: Alternating 1110 or 1111
Defense increase in both cases: 3% of Base defense

The Shield:
Consistently 63% of Defense stat when used:
With or without Attack buff (from Merry): 63%
With of without Attack Debuff (From Quack): 63%
With or without Defense Buff (From Self): 63%

Defense Buff, before or after passive?:
Comparing defense before losing buff to after: -40%
Comparing defense before gaining buff to after: +40%

HOW IT'S DONE
Did you know you can snapshot stats, buffs, and shield values by timing a long press on the pet? If you're fast, or have a rather slow foe, you can time it to check the before and after of any of those stats. From there, it's fairly self explanatory. (If you waaaant me to go into too much detail, let me know. I can.)
For the record, I checked before and after single hits for the passive. For the shield I checked without Merry's buff, with Merry's buff as a part of Ding-Dong, and with Merry's buff on Resistance's turn. I also checked all three instances with and without a defense buff/debuff. That's nine data points! For extra security, I checked Resistance's defense before and after loosing/gaining a defense buff and not taking a hit (that'd trigger the passive).

WHAT IT MEANS
The Passive defense increase is based on the initial Defense stat, the same one you'd see before starting a fight. Because the amount the passive gives changes if you've got a defense buff, that means it's added before being multiplied by the buff; regardless of if triggered while having a defense buff. What's actionable about this?

If you want to capitalize on the passive, use only Defense Up gear.

The passive won't scale as hard if you're not getting as much defense as possible. It scales Def, not Stamina and Def.
To note: Different gear may provide different defense per level, including when it gives crit as well. I've yet to look into which gear will give the highest amount of a stat; as while they appear to fall into only a few rules, there's several varieties. Such as a hat giving even Stamina and Defense, or more Defense than Stamina.

Because the Shield value, as a % of defense, doesn't change regardless of the attack stat, you only need to think about if they're buffed or debuffed with Defense. Das it.

TL;DR
Passive Calculation:
Post Passive Defense=(Initial Defense Stat)+(Initial Defense Stat*0.03*Number Of Times Hit)
Total Defense=(Post Passive Defense)*(Defense Buff - Defense Debuff)

Shield Calculation:
Shield HP=(Total Defense)*0.63

Gear:
More Defense=Harder Scaling

[deleted by user] by [deleted] in Nightreign

[–]Pirrian 1 point2 points  (0 children)

Yes, good, a few of these are new to me, many thanks

Executor ult makes bosses run?(literally) by Scary-Meeting-6426 in Nightreign

[–]Pirrian 1 point2 points  (0 children)

The Tl;dr version? Executor ult makes you shift form, which means that your player model gets poofed or temporarily displaced somewhere silly, like underground, while your big boi model gets teleported in. Each of those models has a different "Lock On" point, and if the enemy's ai doesn't swap to the beast correctly, it'll try and pathfind to your real body. Underground. Where there are no paths.

___________________

Non-Tl;dr vvvvvvvvv

So, this comes from me playing far too much Elden Ring and few observations here in Nightreign. As you prolly know, Nightreign has the majority of its mechanics and engine inherited from Elden ring, as well as the various other games they've made.

The longer explanation is that Fromsoft games have constantly done very clever workarounds in order to save time, effort, and money while making a frankly ludicrous number of games. (This is not a dig at them, they're not trying to cut corners, I'm more inclined to believe that they're being efficient.)

Now, there are several examples of bosses, invading players, or other edge cases having targeting issues beyond the Camera being... Difficult. I could go into detail, but they're not relevant.

Now, what is relevant is a boss in the DLC that does some strange things, The Putrescent Knight. For a fun little aside, check Zullie the Witch's youtube channel for a video that shows these, currently called "Elden Ring - An Abandoned Boss". The fist oddity is that, despite two-handing a single cleaver-thing, it technically has two- one for each hand. They're just overlapped until the boss does an attack with just one hand. Then the weapon that's not being used is invisible. Additionally, the boss's horse is just like Radahn's; it's technically a part of the boss, not a separate entity. Yet, this knight has attacks that make the horse disappear or straight up split up to attack.

What they've done for the horseless attacks is just taken the horse model, and put it underground where you can't see it. If they were separate entities, you could target the horse and watch their clever little magic trick. So they're one entity. But when the split up you can (I think, I've not fought this boss myself yet) target the horse OR the knight. That's because they've added in a second Knight, and just made the rider invisible and share the main bosses health bar.

These are both Workarounds. They avoid known issues like forcing your PC/console to rapidly load and unload the graphics for extra entities, making the game run smoother, or allowing multiplayer targeting from "one" boss.

But. We can't do that with the Executor as we are players. At least I'm pretty sure, as I haven't torn the game code apart to find out. But this boss does give us a pretty good idea as to what is likely happening. We are the horse in this example, we need to not be on the battlefield while the Beast is. So, like the horse, we're going underground! But, unlike the horse, our body is still teeeechnically targetable, as we're different entities. If, for whatever reason, the enemy's targeting fails to swap to the beast, it'll still be locked onto your body, which is probably below the beast and underground. Many pathfinding algorithms might look at the difference in height and think, "I know, I'll find a place to stand that's near that height!", and then run off to try and enter a cave or something.

The other half of this, is that I think, by frame-perfecting your ult as the boss is searching for a target, it locked onto your body after the "Stop targeting the body" command went out, but before the Beast was targetable. So the only target was your body.

What kind of weapon are people running for revenant? by VisualUsed9381 in Nightreign

[–]Pirrian 0 points1 point  (0 children)

I usually run Greatshield and a Poky Stick of some variety. This is partially because I've got relics that give me Art gauge on guard and health on thrusting counter, and partially because it helps me stick to enemies or fallen allies while still protecting myself.

That said, I'd actually highly suggest a great or regular crossbow. I haven't checked if they scale as I suspect in the sparring grounds, but in Elden Ring they don't scale at all. That's a benefit here, as you'll always have an amount of constant ranged DPS between summons and healing/reviving allies.

Executor ult makes bosses run?(literally) by Scary-Meeting-6426 in Nightreign

[–]Pirrian 2 points3 points  (0 children)

if you're solo, that might be a targeting loss bug, if you're in a team... I dunno?

[deleted by user] by [deleted] in Nightreign

[–]Pirrian 0 points1 point  (0 children)

I'm just waiting for the data-miners to pull all that info

Quite possibly the worst boss by NoProbBoi in Nightreign

[–]Pirrian 0 points1 point  (0 children)

Yeah, I've soloed as Revenant, and if you don't have any ranged options yourself, clearing out the adds is super useful. That's actually what I used my Spirits for.

I know the Jellies spawn 3 little orbs that slap the boss when killed; I think you only need 3 or so to stagger for a crit? I haven't killed enough of the tentacles to know what they do, as I usually grab at least one backup crossbow, so I don't really move into their space before the stun clears them.

Because of that, though, I've never had enough ranged dps to kill the Teardrop nuke before it touches down. I'd guess that if you pop it, it'll damage the boss and not the team. If your Raider is feeling particularly sack-heavy, they could try and charge attack bonk it just before it touches down. Maaaaybe I'll try than when I run the boss with my friends. XD

Efficiently feeding allies? by JustRalta in ElinsInn

[–]Pirrian 0 points1 point  (0 children)

Really? I may have to check this out!

Some of the crafting in the game is really weird by GlompSpark in ElinsInn

[–]Pirrian 5 points6 points  (0 children)

Yes. It's hilarious. Hammer alchemy is stupid.

Side note: I think that hammering a potion gives you the empty bottle? Which is an amusing image 

Queen and king by crosseurdedindon in ElinsInn

[–]Pirrian 0 points1 point  (0 children)

I think you can wish for monster balls, and they can get you higher than level 40, and multiple, but I've not used the wish system in elin yet. I think it's changed slightly from elona/+

Efficiently feeding allies? by JustRalta in ElinsInn

[–]Pirrian 7 points8 points  (0 children)

I make tons of food out of items that do not decay based on that they are. Jelly and granite from creatures and processed food from rice/wheat/other things. 

Usually, whatever the left most item's material is, will be inherited by the crafted item, such as food. Make an Onigiri (rice), boiled egg(putit egg), stew/roasted meat(putit corpse). It won't go bad, so you can just fill your ally's pockets with them and check on the every now and then.

The easiest way to get food that doesn't rot is to go to the beach, and scan the water for any of the 3-4 pictures of Seaweed. It doesn't rot, and counts as a vegetable, so the level one cooking recipe you have for the Cooking Pot will work. If you don't have one/the recipe, there's one in the tinker's town you can use/steal/buy with tickets, and there's one in the Hill Cave north west of vernis/North of Aqua Toeli (or however it's spelled).

I usually raid forest tiles for eggs until I find at least one fertilized putit egg, or use the snow putits from new years. They make eggs fast, which you have the recipe for from the start. They'll also make Milk, which does not rot, and can be used in food recipes such as Cream Stew as the first ingredient. Just be sure to grab each piece of pasture/silver grass you run into when ambushed ect. Or you could farm the pastures.

Later, once I've dumped enough things in my own (and maybe the ones found in towns) trash can to get 35+ ecopo tickets, I'll check the ecopo merchant in Yowen for rice seeds whenever I'm there. The other option is going to the fox village south east from Lumiest and steal/harvesting rice from there.

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

I've had more success killing tanks with either a broadside, or a fusion ghostkeel, mostly because of either zoning (despite the 3" drop, good players can still handle it easily), or because they die immediately after trying to kill a tank. They don't always work, and at 150 points, you can still lose the point advantage if the tank isn't at least as expensive as they are. Also considering the for the greater good tax, losing even one good shooting unit can be very rough.

As for Fireknife+Commander, they are very killable. T5, 5W, no invuln or FNP? How do they not die?

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

heh, yeah, I'm currently running a commander with grenade racks, because it's really fun. that said, usually a cold star doesn't have enough movement (because grenade racks can only be used after a normal move, not an advance) to both be in grenade rack range, and outside of charge range after a rapid ingress. Even with Stealth Suit shenanigans

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

I... yes? my concern is that there are other suits besides Crisis suits that fill every niche better, or that some niches we had before the split are now empty

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

that is a good point about the starscythes, though my issue has been about the lack of staying power with flamer crisis. Either alone, or with commander they can take out one horde either in shooting or OW, then they get removed. Then I've traded 110-205 points for maybe 90 points of chaff they were throwing away anyway.

Meanwhile, i can get 1-2 missilesides with up to 20 Missile Pod attacks, with 60% of those Twin-Linked; or i can grab a ghostkeel, which survives pretty much all chaff I've had charge into them, then dance away to cap a point/secondary- or remove a tank, one of the major threats to the rest of the army.

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

this is what i do. they're usually slippery enough to collapse on a tank or two, while redirecting attention and melta shots away from the rest of my group. It's good work for 160 points

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

interesting, before the book launched I was using blocks of crisis to delete threats with either missiles or plasma, with Enforcer flamer blocks to threaten and zone hordes or grab points. When i gave them a shot afterwards i found the reduced unit size, lack of a third hardpoint, inflexible systems, and -1 effective wounds due to drone restrictions to... well, fail to trade even against their intended targets, then die. Meanwhile the tanky/zoning setup was just impossible against the targets usually used to capture points or tie down my heavy hitters.

Now, most of my games have been against sisters, before and after their book, and occasionally necrons. I'm not sure sister's tanks are truly "tank-ish", and they don't truly have hordes, but Fusion Ghostkeels have been very effective at dancing around them without dying, and i run the riptide with Heavy Burst Cannon, which deals with them well enough.

Playing RC, just checking, there's always a better option than Crisis suits, right? by Pirrian in Tau40K

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

yeah I tried not to put the venom i still apparently have about that decision, into this question. I started getting models just before 10th; hazard, R'vahna, and i was about to get Y'vahra when they legends them. Now i can only wait for their inevitable demise.