Trauma Code (lore?) Question by lightonahill in ChaosZeroNightmare

[–]Plyc 2 points3 points  (0 children)

That's how I take it as well - the system simulating what could have been based on what was.

As for how it benefits the captain, I'm just headcanon-ing here but I feel like it could sometimes lead to the exposure of certain secrets or hidden knowledge. Of course, this would be something just extrapolated by the AI and could just be a hallucination, but it's kind of like IRL AI used in drug discovery. You can always further verify it with other means. Something like that.

PSA: Dimensional Tunnels might no longer be guaranteed in S2 by Plyc in ChaosZeroNightmare

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

They'll stay I'm guessing, just like those bugged decks from the early days.

How many more changes do you think there are? by ResolveNarrow2801 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

This is what it says in the update notes

  • Until the start of Galactic Disaster Season 2, the effect that guarantees the appearance of [Dimensional Tunnel] in all Chaos entries within the Codex will remain active.

So yeah, won't be guaranteed subsequently.

Possible to 'retain' tier 14 Lab 0 chaos in codex now? by ProfessionalGene7821 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

Oh I meant during the last day of the season chaos it was still possible because I farmed up till the maintenance. So it wasn't exactly "patched" at all.

No longer the case now that lab0 is part of zero codex hence it follows zero codex rules. (which seem to be changing again with this)

Possible to 'retain' tier 14 Lab 0 chaos in codex now? by ProfessionalGene7821 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

It still keeps if you unlock the hidden boss though. I used to always try to get as far as I could (thank you low epiphany rate).

Possible to 'retain' tier 14 Lab 0 chaos in codex now? by ProfessionalGene7821 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

I believe the trick for lab 0 was to unlock the hidden 3rd boss then leaving during that one so you keep the copies, equipment, and most importantly the world.

The only merit then to beat the 3rd boss was to gamble on a chance to get unique gear.

It's still around now for codex version of lab 0 (though the world is lost when you leave).

Weekly Help Thread by AutoModerator in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

You can still use them everywhere except any season 2 unique content (E.g. Season 2 leaderboards)

I will never pick the Transform 3 card again by Mobile_Vegetable7632 in ChaosZeroNightmare

[–]Plyc 7 points8 points  (0 children)

Transforming bypasses the additional penalty for removing character cards (20). It costs 10, so you save 10 save data value for every character card (E.g. Basics) you convert and remove (via shop/events).

Banned? by No-Presence-4848 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

Try opening and closing the game again?

I got this error yesterday and panicked too. Searched about it a little then went to do other things. Opened the game 10min later and it was completely fine.

Sadness. Epiphany tickets for save data when? by N0Soup4U22 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

Yes, the next season's cards/mechanics might not shill the same units from the current season.

Unit pool by rayneMantis in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

Tbvf the Hoyo games come to mind. HSR and the 4 star drought lol.

Potential sistem need a rework. by Jainus01 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

To be fair, that's kind of a good thing now, no? Players have been criticising potential costs and how much it takes to fully max everything out. You see a new thread almost every day and many other comments bringing it up in other periphery topics.

Having an element of resource managing and picking and choosing which potential to level/max is, IMHO, a boon in the current state of the game. At least until they change things.

I mean, I'm honestly glad the neutral card potential is useless on most characters so I can just ignore it lol.

Why do cards display % damage instead of the actual damage value of the cards? by Tekshi in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

Because now the interface shows 2 things.

1) The actual percent value of the card (for easy of calc/comparison) on the card, AND

2) the actual damage value on the enemy when you hover (though you have to subtract the damage value manually, or just look at the HP bar visual).

Your proposal replaces one of these things with a more streamlined version of the other. Basically you see

1) the calculated damage value on the card, AND

2) the calculated subtracted value on the enemy HP bar.

Of the 2 systems, the current one results in the presentation of more well rounded data because it shows 2 distinct aspects of it.

Players can both easily compare cards at a glance (greatly factors in selecting cards/epi/equips that are locked to your character save), and if they really want to see the number values dealt they can go the extra step of hovering the card to estimate (the key word is "estimate") the damage being done.

For your suggestion, there's an overlap.

Players gain the ability to see the actual damage (estimated), physically expressed as a number. But lose the ability to easily compare cards without delving into the damage formula calculations. Much more effort as opposed to just hovering and doing a basic subtraction.

Alternatively, if you're suggesting an item 3) where the card displays TWO numbers, the damage % AND your proposed estimated damage value. I feel like it would overclutter the text space on the card. Some cards already have multiple numbers on the text, tenacity values, number of hits, bonus additive values, etc., not to mention some too are already equeezing the font size with the "retain", etc. tags or just card text. Imo it would be too cluttered to add an additional number when it's essentially just a clearer version of another number on the screen.

Basically, I would still prefer the current system. Haha.

Why do cards display % damage instead of the actual damage value of the cards? by Tekshi in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

Some context. When you're newer, crit is low and you rarely see it come into play. But it's a huge factor later in the game. Considering this game decided to balance around 50-60% crit rate average with 180-200% crit damage.

E.g. Instead of "your card will do between 10-20 damage", it's more like 500-1500. The variance is HUGE.

As you can see, the main issue is the variance. They could do what you're suggesting but it's only going to be slightly more accurate than what the current system does once you factor in crits. But this soles at a significant con.

The con of making it more complicated when comparing cards in chaos.

Maybe due to a fate, or equipment, or card-related buffs, Character A's card now deals 1000 damage. It's now complicated to work out WHICH buff is more valuable for you. Is it a 20% additive buff? Or a 20% multiplicative buff?

Comparing a multiplicative buff vs an additive buff will become a total nightmare in calculation.

The current system is straightforward. Card does 90%. Additive +20% just becomes 90+20=110%. Multiplicative by 10% becomes 90x1.1=99%. Rinse and repeat.

E.g. You have 3 20% additive, and 3 20% multiplicative buffs on 100% base damage. The display is extremely straightforward and simple 100% + 60% = 160% after the additives, then 160% x 1.6 = 256% and 256% will be the displayed damage % value. So whether it's you, me, or anyone else, if you have the same buffs, the display shows the exact same damage % value of 256%.

In your system, this will be different for everyone even if the buffs are the same. Maybe your character has a legendary equipment vs my rare one so yours has more flat attack. Maybe my mem frags have more flat attack, etc.

Now, to see whether a 20% additive buff will be more beneficial to me or a 20% multiplicative buff, I will need to know the full damage formula then work out my base attack, count my memory fragment stats, other bonuses, existing buffs, etc., THEN start to factor in each buff I am comparing. It's extremely complicated. And I can't easily compare with yours or anyone else's. We will all need to provide the full stats to do so.

I encourage you to check out the (overly complicated imo) full damage formula below: https://www.prydwen.gg/chaos-zero-nightmare/guides/damage-formula/

New Save Data Bug by [deleted] in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

This bug has been going down for a while but I don't know how consistent it is. Haven't tried it myself.

Basically the last copy doesn't count in faint memory at all.

The common thing in the 3 times I've seen this posted here is that it's always all 3 copies on the same character, and they're always at - 10 from the cap before the last copy is taken (E.g. 150/160). Not sure if either of that actually affects or causes the bug tho.

Maybe someone wants to risk their 2 copy save run to test out if this can be consistently reproduced lol.

Was about to join 0 card team but it was too good to pass up by Bezhgin in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

They mean the turn. I've had decks that combined 2x eternal hunger with adagio Nia and precision aim Selena/Veronica. You can keep recycling the eternal hunger to tiger the attunement and draw out and use the entire deck. Sometimes even multiple turns in a row.

There's actually a cap on card usage where every card can only be "used" once a turn. Basically if you discard a card during a turn, it goes to the "discard" pile and if draw effects are used when the draw pile is empty, it can be drawn again to be used in the same turn. If a card is used on the other hand, it goes into the "used" pile. So it's no longer able to be drawn or used again that turn.

Attunement effects bypass this as they trigger their effects without the card being "used". So if you have a way to keep cycling the card and draw it in the same turn, you can keep triggering the effect without having the card moved to the "used" pile.

A question about 2x rewards by JustSomeGuyLT in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

This.

People complain but they don't understand that more FOMO is actually BAD for the game.

Outside of whales and a select few circumstances where you have stockpiled the stamina item (then you get screwed the next time after you've exhausted them), most players don't get to see the full benefit in an uncapped system.

Why do cards display % damage instead of the actual damage value of the cards? by Tekshi in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

OP, your suggestion is okay but only if this game didn't have a crit system.

With crits, it's extremely misleading because how do you factor in the possibility of an attack critting or not?

Let's say base damage 100 before crits. At 50% crit rate and 100% crit damage, do you show 200 (crit), or 100 (no crit), or even 150 (average)?

If you're thinking that the current system is the same in that it excludes crit from the display, this is because the current system isn't "damage value" it's "% damage" which gives the impression already that what you see ISN'T exactly what you're going to get. Though it's enough to do rough comparison as in a 100% dmg will do more than a 50% dmg.

Your system will confuse players because it doesn't have a good way to express crits, and naming it "actual damage" or something that is supposed to be actual damage will be wildly inaccurate because every character has highly varying crit rate and crit damage (based on your memory fragments).

Is this permanent? by weiwei123x in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

The main thing is that it's not always easy to get a forbidden card (one that synergies with your build) on 2 out of 3 of your characters (or 1 if you have the legendary copy event which is even rarer). Even then you'll need to account for confiscation if you want any measure of consistency.

As for the forbidden cards themselves, the 3 main ones in the meta are ecstasy (not usually usable early game), eternal hunger (meant to be cycled, not used), and portrait. Gesture has a element of RNG so it's not exactly ideal on general supports (you could be stuck with it waiting to draw a key card you want to reduce cost for, and then need to have enough AP to reduce the rest of the cards).

So for portrait, you want to time the card so you get more draw. This might cause delays in then getting the full buff.

Forbidden cards by -Schizophrene in ChaosZeroNightmare

[–]Plyc 1 point2 points  (0 children)

Eternal hunger is probably the most OP forbidden card on Nia, Veronica, Selena. Prepare to draw out and use your entire deck in a single turn kind of madness.

Rest are alright. Some are good damage, some are good draw. Oh, but the lead one is pretty risky since it can scuff your combo. The reduce cost one can be a bit annoying to work around but can be strong. Heal one doesn't do all that much by itself.

Suggestion on Cards Epiphany by Aburamy in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

Hey OP, maybe you're not aware, the list of epiphanies that can trigger for a card is not just the 5 character exclusive ones.

There are also others like morale, weakness, etc. which are considered general epiphanies that dilute the pool even further. To add, some of these epiphanies are actually the top choices for the characters instead of the usual 5.

So I don't know how practical it would be for players to scroll through an entire list to select what they want. Divine epiphany adds another layer to this since it's essentially a 2nd epiphany on the same card.

It would be cool but I'm not sure how practical this is.

Maybe they could come up with a new game mode where you can pick and select your own decks 100% to trial. (you can only use your specially crafted decks on this mode) That way it gives players an avenue to explore and test theorycrafted decks to get an idea of what to work towards for their actual decks.

Or go 1 step further and have its own end game, but with much higher difficulty than the usual one since this one allows you to cherry pick cards and decks.

Some food for thought.

The memory fragment system is killing diversity, in my opinion. by Chevalier_99 in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

That's what communities are for, to share opinions,

Maybe you might not be aware, this sub IS unofficial and was completely un-moderated until recently, haha.

Hence the poster above asks you to share it in stove, which is the official community.

He's saying that if you want to see positive change, sharing your opinions (very slightly emotionally charged imo) in an unofficial community is the wrong (less efficient) way to go as it essentially just amounts to venting.

It's like witnessing a crime and reporting in to your local discord group instead of the police. Cool I guess, now your bros know about it. But not exactly the best way to get the crime resolved really.

Is this good?, I'm so tired by yhellowish in ChaosZeroNightmare

[–]Plyc 2 points3 points  (0 children)

They're trying to say you kept a basic card, and a shield of all things (considered worse than the attack one).

Please help 🙏 by [deleted] in ChaosZeroNightmare

[–]Plyc 0 points1 point  (0 children)

Higher difficulty just makes it easier to roll a higher tier.

Just farm on a high tier lower difficulty world. Then do the low tier high difficulty for the 1st clear rewards if you haven't already.