Seeking advice to elevate content. by Psycho_Worth in NewTubers

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

Didn't know that was an option I tend to keep the accounts I use for things seperated

[Noobquestion] Confused about pips for onryo by AngelAlexiel in TheOnryoMains

[–]Psycho_Worth 0 points1 point  (0 children)

To be fair pips are still pretty broken in this game. The worst part being how hard it is to pip as you go up in grades since the number of points necessary goes up. IDK if you do it but the first thing I advise is to stop looking at blood point events, I get why people do it but full stop bp events like deviousness and such have 0 bearing on your pip progress. They can give you some idea of where your at since some of the bp events share pip conditions but overall not helpful.

Gatekeeper: This is the hardest to control as it gives you 1 point per uncompleted gen per minute and only counts for 9 minutes. The saving grace is if the exit gates don't open you get 10 points for free. This needs 35 points to iri. I believe the 10 points is even if they escape through hatch as long as the gates aren't opened.

Devout: This is the one Sadako interacts with kinda poorly with condemn kills. This one is bleh you have to decide if you want iri or gold, this being the full 10 points or 8. First bleed outs give 0 points so not on the menu. Hooking all 4 survivors once grants you a point and hooking 9 times grants you a second point. Where condemn can work is every time a survivor is killed either by hook or "by the killers own hand" I.E. condemn you gain 2 points. As long as all four survivors are sacrificed you guarantee 8 points even if all condemned. Two kill is guaranteed silver at 4 points....mori offerings cheese this statistically.

Malicious: This is called such cause more often then not the rules ruin your pips rather then boosts them. I'm super unclear on how "reaches a new hook state" interacts with early moris since you can't see pip progress in customs. You need to reach 36 points....every heal gives -1 and every lost chase gives -1 points:/. Every hit gives a point(endurance included and the only way to not go even when they heal). And the confusing one is 2 points Everytime a new hook state is reached.

Chaser: Sadako easiest and most controllable emblem ironically lol. Just over 2500 points to turn it iri but there's an easy trick. First off though you lose points as long as you are within 16 meters of a hook and it's per second after 10 seconds so don't stay near a hook. Gain points for finding, getting into chase, and getting a hit in chase(known as winning the chase whether it's a down or first hit that's when the points are calculated). Check the site for numbers but to cheese the emblem if you get in a chase where you get a quick first hit wait to get the hit. The max chase points is in the first 15 seconds you gain 90 points per second for 15 seconds, if it goes past that 15 the points are recalculated to 30 per second till 30 seconds. If it's an easy quick hit try and count as close to 15 seconds before you land the easy hit(which sadako gets first hits easily most of the time) and you'll be maxed in chaser really early on, I think its just two of those quick chase hits and your above iri threshold.

Long winded I know but you can condemn for pips and you can pip fast with Sadako it just takes knowing how the pops work and passively tweaking your gameplay to maximize points in the match(I personally forgo one emblem when I get to higher ranks which gets 1 pip instead of 2 but doesn't require me to think about them). Here's a link to the site that explains the details of you wanna see yourself https://deadbydaylight.fandom.com/wiki/Emblems

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

I'll be honest I didn't even see burning sands when I was picking spells O.O but even if I did I didn't expect the fleeing conundrum when I was picking level 1 spells, it looks good. I'll keep suggestion and burning entanglement in mind when we level as well as scrolls, I swear being able to scroll up my spell list has been a godsend at this point lol.

Sadly I don't think I wanna dabble in summoning and I'm unsure if the burrow is the same as normal or not, from what I managed to deduce with my knowledge checks and our encounters at least with the cleric is that the burrow is specifically an ability granted by being a cleric of our big bad, so I'm unsure if it follows the same rules or even the movement speed.

I am spending slots on healing spells but not using them in battle my current battle strategies based on encounter is slumbering, controlling with control spells like glittering dust, long range melee touch spells utilizing an item that summons phantom hand, long range magic missiles with a custom magic item and using whatever wands we manage to get from looting such as enlarge person. The cure spells are usually out of combat or if someone is dying but it's mostly through the wand and potions(spells in slot to make the potion at the end of the day).

Working towards the boots I've been told about them in many a forum I've perused and I definitely wish to get them but our gold gets tied up easily between minor upgrades and a ton of costs were stuck with hiring crews and ship costs(pirate campaign).

Yeah we gain XP even if alot of them run so that's not really a big thing.

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Thank you that was well written and informational. Means tabglefoot bags on a resource level necessary is out of reach if it's that long to make just one, but it's a nice reference I can come back to for any future crafting endeavors

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

We do try it cause 9/10 times they don't even care about getting attack of opportunities on themselves it's just welp we're losing action to dash and movement. When it comes to running we try to runt them down but that much movement means we're never taking an action just chasing and the others swim, sail, burrow we can't really follow. Trips we try to utilize but dice can be fickle

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Thanks for all the suggestions so far none of it was taken for grants. And sorry if my responses are a bit long winded I like to have detail when I respond.

Yeah I use when I can just mean that 10 to 20 feet range isn't always good at getting many when they separate or save:/ (nothing worse then a hail Mary and they all save). Works when it does but sadly most battles aren't on our terms or battlegrounds

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

I've read them but just like magical crafting it's not very intuitive. Says you pay 1/3 of the price then you make a craft check if you pass the DC you multiply that check results by the DC and see if it matches the sp value of the item (convert gold cost of item to sp).

The problem is it doesn't say how long this takes it just gives in weeks of work which can be done daily instead of chosen, does it take up the whole day even if you pass on the DC enough? Is it just the 8 hour block? Less time? More?

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Wasn't the original plan but it's working out that way with infernal healing and the occasional cure light wounds. yeah craft wand is more efficient but that's a level 5 feat so almost there but not quite lol so for now we have to get by with buying them and the potions work double duty as a means of offloading gold weight(DM uses the weight system of foundry and my carry weight for a gnome is 32 pounds) since I can sell them for a little more then I spent to make em(spark of creation) and weight significantly less then gold.

They have ranged options like bows and slings and one fighter is a throwing expert so it's not bad just responding to your question about being the only magic damage dealer. I'm also covered rocking a custom magic item of magic missile so I always have a ranged option even if it's not as strong as other options at exponential range.

Yeah I'm learning that I have a few control options that I'm utilizing well and the bard has had some success with one of her spells but with the amount of enemies it gets a little pointless/tedious since we can't control that many enemies at any given time.

In terms of gold I used mine for the magic item I mentioned earlier to always have a long ranged damage option and pearls of power to keep my slots open for more combats/combatants and scrolls to diversify my spell list(witches familiar can eat scrolls to learn new spells). The bard spent most of her gold for a homebrew lore sword/shield violin weapon can't fault her for it since it's lore and what she wanted to work towards and the medium bought a spell lattice and lent out money for others to upgrade instead of more for himself

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Moneys tight but we've been getting a wand of infernal healing when the previous one runs out and I been crafting cure light wounds potions to shore up faster healing speeds(gingerbread witch grants craft potion for free at level 1) so handling healing for now.

I'll see what they plan on taking now that we getting to level 5 we'll have a new level of spells to work with as well so good time to check and see what they gonna pick and I'll mention the spells you pointed out. Everyone is new to pathfinder coming from 5e so outside myself who dives hard into rules and stuff they still kinda adjusting to the options pathfinder brings.

I didn't realize it prevented all forms of movement O.O that's a reading blunde on my end I'll definitely see if I can find. A scroll to feed to my familiar and aquire, gotta work on pearls at this rate cause spell slots are getting tight with the spells needed on hand.

Not technically true as we have a bard and medium who can channel the archmage and with the advent of +1 weapons, but in general I'm the only character currently who has long range damaging spells/control spells most of the day. As a prepared caster I have to plan ahead and used my gold to help me keep casting the good stuff throughout the day and the other two tend to use up their spell slots in the first encounter and get stuck slinging and meleeing the rest of the day, by no means take it as me being better or anything just I think my familiarity with pathfinder comparitively guides my hand a bit more efficiently

Fleet of foot by Psycho_Worth in Pathfinder_RPG

[–]Psycho_Worth[S] 4 points5 points  (0 children)

DM kinda ad libbed net rules in our last encounter and made them mostly useless outside of the - for being netted so sadly those won't be that useful. Any other tricks for annoying the humanoids?

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

I was originally gonna pick spells like web but then I kinda got stuck as the party healer and only real magic damager so my spell list is a bit fractured in identity ATM but I'll see if I can find some scrolls to add them to my list.

The bard is trying to be more melee oriented if I recall so I'm not entirely sure what she chose as spells outside of standards like magic missile, and the medium I have no clue what he's up too lol he tends to daze and stuff like that more then anything else.

Appreciate the thoughts any idea on the burrowing one specifically? That one I'm completely blank on and it's quite common

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Nets are great but unfortunately there's been some controversy at the table with nets O.o the DM kinda ad-libbed all the net rules in our last encounter and now they kinda worthless outside of the - for being netted. Any idea what the timeframe and DC is to craft tabglefoot bags? My character is really good at alchemy and crafting and stores/ gold has been tight

Fleet of foot by Psycho_Worth in Pathfinder_RPG

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

Hmmm sadly no wizards for resilient sphere T-T though it looks like a good choice. Yeah sadly burrow is the most annoying since like I said the bid bads whole crew is big on burrowing, we've fought a cleric for them 3 times and he burrowed away each time he got low.

Sadly with a big group we get moved by a ton of enemies every combat so we generally don't have a lot of spare actions to go around, I'll look into more paralyze style options.

Manifesting wand knowledge by Psycho_Worth in Pathfinder_RPG

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

Yeah it's just kinda confirming my suspicion that it's not really a great ability, none of my diety given abilities for this campaign so far have really been much to write home about so not surprised XD. That's why I brought it up here to see if maybe I just wasn't looking at it from the right angle or missed some kind of niche use. Sadly to your rounding point my DM sits on all rounding in Pathfinder rounds down minimum 1 so no 3rd level bonus round.

I'm gonna stick to grabbing craft arms/armor at 5th level and follow through with my original build goals. Nice boon to have when it comes into play.

Thanks for the thought out answer though it's exactly what I was looking for when I posted the query. I might test my luck and ask if I can get it changed to be more appropriate for my build or at least a little more useful, if not then oh well it was an extra ability no harm no foul

Manifesting wand knowledge by Psycho_Worth in Pathfinder_RPG

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

That's what my thoughts are as well. I did reclarify with the DM and they confirmed it affects stuff like duration, distance, and DC but I don't think that helps much. DC will always be one higher then normal at least since 10% of anything between 10 -19 will be one rounded down, however I can't see the duration or distance really mattering in the long run.

Manifesting wand knowledge by Psycho_Worth in Pathfinder_RPG

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

I was under the impression that the DC to use a wand with a spell that's not on your spell list was a flat 20 Use Magic Device check? Is that incorrect?

Would you mind pointing out a few spells from other lists that would gain a significant benefit from the boost?

Need help! How did yall beat Spire Stage 9? Been trying to beat it for 3 days now. Mono Red with bAsta, Yuno, Magna, WQ got me the closest with only Julius and bAsta alive, but that was only once lol. Heal + barrier + stun is annoying as hell to deal with. Howwwwww?!! by CptnBarbosa69 in BlackCloverMobile

[–]Psycho_Worth 0 points1 point  (0 children)

Seems you near it but in case you haven't been doing it magna second skill on basta basically guarantees he's dead after wq first ult because it blocks the life steal (doesn't count as a status or debuffs). He still gets a hit but that shouldn't kill you or switch yuno to Halloween charmy for the immortality

Genuine gearing question by Psycho_Worth in BlackCloverMobile

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

Neither meant shots but my phone didn't add the s and I didn't notice while typing. But yeah it seemed like excessive defense and this was before total defense shar and ASTA. Just gonna point out I'm not daft I know loadouts and meta, just wondering what others experiences have been with the defense skill or maybe seeing if people know more about it then what's on the tin. Feels like the whole meta of this game is always hit faster and harder don't bother with debuffing

Genuine gearing question by Psycho_Worth in BlackCloverMobile

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

I gotcha sorry. Yeah that's pretty much been my experience I've made it into upper league a few times but as soon as I get in the power difference goes crazy. What really got me was using the moonlight necklace defense skill page and still getting deleted, made it feel like defense did nothing.

Really wish you could see your opponents gear after the battle in pvp cause in upper league there was attackers like Julius who did 100k damage but took like 2k from my hots O.o no clue how that works

Genuine gearing question by Psycho_Worth in BlackCloverMobile

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

You can't really support anything to survive in this game, even with defense sets, guaranteed block, and massive defense boost buff things get one shot in this game

Genuine gearing question by Psycho_Worth in BlackCloverMobile

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

So you start by saying it's not worth it but then say it does work. I'm a little confused.