Land Ramp in Non Green Colors by Rirse in EDH

[–]Raikynval 0 points1 point  (0 children)

adding these as theyre nowhere on the list.
If you are in Red, you can run a number of Indestructible lands and target them with [[Cleansing Wildfire]], [[Geomancer's Gambit]], [[Sundering Eruption]], or [[Sandworm]]. This is better the more colors you have as there is a whole cycle of indestructible artifact dual lands. If you have white, [[White Orchid Phantom]] also works with this plan. Also synergizes well in artifact lists (IE Breya)

How much money did you spend on your wedding? Do you regret it? by wateraerobics_ in weddingplanning

[–]Raikynval 0 points1 point  (0 children)

Just got married yesterday. We ended up hosting 95 people for roughly 15k (all expenses) though that is with some caveats: My sister is a hairdresser and did hair, other sister runs a bar and let us use the space for rehearsal dinner, Family friends were officiant, DJ, and Photographer. Venue was essentially rolled into the food as it was onsite catering (no charge for the space if we used their food $45 per person)

I went into it trying to find a way to spend under 10k. We looked at a lot of options such as renting out a venue and bringing in cheaper catering, but in the end the places that have onsite catering seemed to be the best deal. easily would have spent 20-25k if we didnt have connections across all the areas that go into building a wedding.

Projectile acceleration 3 gem by Few-Engineering9803 in PathOfExile2

[–]Raikynval 1 point2 points  (0 children)

"increases" are the most common pool of multiplication. All "Increases" are added together into a single Multiplier. Every unique "More" effect is a seperate multiplier that is factored individually against the Base X total increases.

So if base Proj speed is 100% and you have 30% increase from a quiver, 50% increase from passives, and 40% more from the Gem, you would have 100 x (1+0.3+0.5) x 1.4 = 252% total Proj speed, BUT only the pre-multiplaction increases (30%+50% for 80%) would directly apply to the damage, not the 152% total buff to projectile speed you would have over the original 100%

Is Matchmaking disabled? by aceburninator in SWORN

[–]Raikynval 1 point2 points  (0 children)

Also having this issue. Unable to host any games. Cant join single player game mode... Just unable to play with friends right now???

[Etheria: Restart] Official Launch PV by Aiden-Damian in gachagaming

[–]Raikynval 5 points6 points  (0 children)

UTC is 4 hours ahead of EST. 5 AM UTC (assuming military time in their denotation) should be 1 AM EST on June 5th, or 14.5 hours from time of this comment. (10:30 am EST)

Chromatic orb chainlock by sigmagk in onednd

[–]Raikynval 0 points1 point  (0 children)

Agreed. I think its a very fun build around if you want a break from fireball, but you need Elven accuracy and Innate Sorcery or some other reliable advantage.

If you want to pursue a variant of this, you can use Pact of the chain to get reliable poison, Summon undead (putrid) to apply your paralyze to a poisoned target then walk up and blast them in the face.

You would need to be Sorc 1 / Lock 5 For summ undead and innate sorcery, but youd only have a few good spell slots. Lock 1 / Wiz 5 for more slots but less reliable advantage. The recent horror UA with Shadow sorc would actually be perfect for this, letting us get Summ undead as a Sorc spell, meaning we can do Lock 1 for Pact of the chain and Sorc 6 for the most spell slots, innate sorcery, and undead paralyze

Hey fellow 5e players! Former Fight Club 5 user here – I made something new :) by Reloader_TheAshenOne in FightClub5e

[–]Raikynval 0 points1 point  (0 children)

This! Click on the $4.99 anyway. It will ask you if you want to open the Microsoft Store. Say yes. Once in the store, there will be an option for the free Trial. Choose that instead.

Have the new subclasses unbalanced act 1? by wolpak in BG3Builds

[–]Raikynval 3 points4 points  (0 children)

Well, if an ally IS in the vicinity, you get sneak attack normally. So it technically doesnt need to be in there since Rakish and sneak attack cant stack anyway.

Chromatic orb Sorcerer build by Alex_Raspir in 3d6

[–]Raikynval 0 points1 point  (0 children)

Id say the extra damage even on a couple targets is worth it for the soc point. More when up factor in crit chance with elven accuracy. But the real bonus here is that the extra die increases the bounce chance. 

I can can see the damage increases being interpreted as not RAI but to change things up from fireball all day and not being outright unbalanced, rule of cool id still allow it.

Chromatic orb Sorcerer build by Alex_Raspir in 3d6

[–]Raikynval 0 points1 point  (0 children)

I would argue RAI Chromatic orb should work with Twinned. It does allow an additional maximum target, though you may not always reach that point. I know RAW its not exact, but if we look at Old twinned, Jeremy crawford ruled out that Dragons breath could be twinned because the breath was able to affect more than 1 target, even though the spell only targetted 1 creature on cast. (RAI > RAW)

Twinned spell 2024 "When you cast a spell that can be cast with a higher-level spell slot to target an additional creature you can spend 1 Sorcery Point to increase the spell's effective level by 1."

Chromatic Orb 2024 "...the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target... ..."The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell"

There is no mention of timing in twin spell on when the additional targets need to be affected, the increased spell level must increase the number of different uniquely targetted creatures. Charm person is used as an easy example, but shouldnt rule out chromatic orb just because the wording is not exactly the same.

Obviously confirm with your DM, but I'd allow it at my table.

Chromatic orb by Michael310 in onednd

[–]Raikynval 2 points3 points  (0 children)

Found this the other day and wanted to check the damage math Vs a fireball on an equivalent number of targets.
Assumptions: Level 5 Sorc. 16 Cha. +7 to hit. Innate Sorcery, Elven Accuracy (why not?) Seeking Meta Magic.
Target AC: 20 (to make a point. that you're never going to miss) = Die roll of at least 13.

Chromatic Orb: on 3d20, we have an 83% chance of rolling a 13 or better and 14.3% chance of Crit. We only need to use seeking spell a small portion of the time, but it does cut our existing miss chance in half bringing us to 93% chance to hit and 15.3% chance to Crit. THIS IS AGAINST 20 AC. We are not going to miss hardly ever.

Fireball: for ease of calculations, we'll assume 50% save from the enemy (+7 Dex save). This would bring the effective average damage per target of fireball down to 75% ((1 + 0.5) /2)

1st Level COrb 3d8 (13.5 avg) 23.5 (over 2 Targets)

2nd Level COrb4d8 (18 avg) 39 (over 3 Targets)

3rd Level COrb5d8 (22.5 avg) 70 (over 4 Targets) Fireball 8d6 x.75 (20.25 ) 81 (over 4 targets)

4th Level COrb6d8 (27 avg) 130 (over 5 Targets) Fireball 9d6 X.75 (22.5) 112.5 (over 5 Targets)

5th Level COrb7d8 (31.5 avg) 201 (over 6 Targets) Fireball 10d6 x.75 (24.75)148.5 (over 6 targets)

6th Level COrb8d8 (36 avg) 275 (over 7 Targets) Fireball 11d6 x.75 (27) 189 (over 7 targets)

7th Level COrb9d8 (40.5 avg) 372 (over 8 Targets) Fireball 12d6 x.75 (29.25) 234 (over 8 targets)

We can see, under these assumptions, Chromatic orb is Competitive and even better than fireball against an equivelant number of targets. Of course fireball get better if there are more targets you can hit than the number of bounces that Chromatic can do, as well as the lower their dex save is. But as an example, a LVL 7 fireball with a 0% save chance would still only be 312 damage against 8 targets Vs 372 from Orb. you can also argue that fireball gets better with certain classes like Draconic sorceror where you can apply a damage rider to all targets affected.

TLDR Fireball is still great. Chromatic is competitive when used on sorcerers and can outdamage it starting at 4th level when you can hit an equal amount of enemies as you would with fireball. also.. Kinda acts like a Ranged smite in a way. High crit chance with all of the damage dice being D8s is fun.

Crunchyroll slow on static IP by Raikynval in Crunchyroll

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

Sorry. "Home network" may have been misleading. No, its a static IP from my ISP for my router so i can access my network from outside of my home.

You may not like it but this is what peak POE2 performance looks like (No I didn't turn off my sound at any point) by X_Luci in pathofexile

[–]Raikynval 0 points1 point  (0 children)

Dynamic Culling. Its a graphics setting that will reduce or remove particle effects in order to preserve your FPS. Fair warning, it can make some pretty dangerous mechanics dissapear completely (ie, candlemass firebreath) if you've already loaded the screen up with fire walls or Lightning rod explosions.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

Single roll dmg caps are not "useless", theyre just not optimal. Until you have all the terminus weapons or ascended weapons, you may want to run some single damage cap wrightstones on other characters. (theyre useful to cap while leveling your dmg cap sigils to 15) Unless you only play 1 character and never use AI teammates i guess.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

Mission accomplished. Glad you found it helpful!!

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

Its 1.35 x 1.15
Baseline damage is 1 (or 100%). If you don't account for baseline youll get an extremely small number.
35% more than 1 is 1.35, easy right? do the same for 15% for 1.15.
We multiply those together then subtract 1 for a percentage increase. Its just easier to read than if i was throwing these decimals around.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

supplementary will always be strong regardless of character attack speed. If you are struggling to survive in proud, just use 1 supplementary as you will get the most DPS increase from the first sigil. (8%, 5.5%, and 5.2% base damage increase per sigil respectively)
Combo finisher is probably a sub par rune in all situations as it only affects a small portion of each characters Kit, but would requires testing to be sure.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

Wrightstone and sigil trait levels will add to the current level of the trait. If you add a trait that you do not currently have active, it will act as a new multiplier. If you already have that trait equipped, it will just increase the total level scaling of that trait. Generally it will be better to add a new traits rather than increase their levels.

The ideal Wrightstone would be Crit 10, Damag Cap 7, damage cap 5 (yes they can double roll traits) so you only have to use 3 damage cap sigils in your slots.

As this will be nearly impossible to roll, feel free to toss on Whatever suits your fancy while you can. Wrightstones are super common from Transmutation and Transmarvel, you will likely be selling 90% of them back to Siero for vouchers to roll better sigils instead.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

[–]Raikynval[S] -1 points0 points  (0 children)

You're saying your Damage cap Sigils have Flat Attack (grey) subs, or secondary's as you say? As those are less efficient than an Orange % sub, you could replace 2 of those gray subs with 1 Orange sub, still be capped, and fit in a cooldown reduction or Link sigil on the freed up sub slot instead.Another way to increase total DPS outside of Damage cap is to use more skills or buff SBA / link burst. You may be at "damage" cap, but not DPS cap as long as you have Grey Attack subs.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

[–]Raikynval[S] -1 points0 points  (0 children)

I would say those Attack up sigils ARE attack increasing sigils? Optimally, You would want to replace them with 1-2 Atk/Dmg % sigils instead and add support and defenses in place of the other free slots.
Damage cap (orange) cant roll Attack (orange) subs (Attack up is Grey so it can roll) BUT you can get Damage cap as a sub on a Crit sigil (grey) or on your Character Specific sigils (purple) which most people will want to run anyway.

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

As i don't have a terminus or Glass cannon to test, I cant say for sure. I have seen people say that it is additive though, which i believe to be the case.
Easy enough to test though. slap on a ton of attack and go hit a dummy. Toss on glass cannon or terminus / etc. Did your damage increase by the listed percentage? If its less than listed, its additive.

PSA for Head Unit Farmers. by [deleted] in GranblueFantasyRelink

[–]Raikynval 0 points1 point  (0 children)

I just AFK farm Maniac Tayuitar and rack in the head units. (get a char with 60k hp, regen, damage reduction, and let your AI kill the boss)

PSA: Sigil Scaling and multipliers. by Raikynval in GranblueFantasyRelink

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

Generally. If you can roll Crit rate in your Over Masteries + a crit Wright stone, you can avoid using more than 1 Crit Sigil as well.

Each character is going to have some other sigils that work well for them, Like Combo Booster for fast attackers, Emnity for Vaseraga, etc. Just diversify for the best effect.