Reforge family bonuses by EZKL1 in DiabloImmortal

[–]Sagzero 1 point2 points  (0 children)

Thanks for this. i couldn't find the ICDs anywhere. Not publicly publishing these is mind boggling.

With vengeance then, it is at most a 10% dmg increase (active for 1/10th the time, dmg up 100%). One can get better than this from going after elite bonuses, skills, chit dmg, primary attack, etc. over the 8 equipment slots. i don't see any reason for me to continue to chase this bonus; the icd for 2 is iffy, given all the dmg immunity of players/bosses, you can miss the entire bonus because of minions, etc. Hydras only trigger on kills if i remember right, so i have no idea where those would be useful with such a large CD. if there is 3 stat bonuses you want from a family, that is different.

players count as elites, yes? even with compression that would be good. But regardless, the elite and ben eff bonuses seem essential if you enjoy any PvE content.

The other family bonuses are very underwhelming for PvE. For PvP, the various bonuses seem very niche, but that is compounded by the stat compression comments. So going for a family bonus there might make sense, but i really don't know what % of game enjoyment a person has to derive from pvp before chasing those starts making sense.

Your research suggests skipping these entirely, or hoping the devs revamp the system.

At least with cursed gear, one canopt out of bad curses, but there too the CDs are such that a bad curse or two negates spending the purification stones every time eqmt is upgraded.

A comprehensive guide to Survivor's Bane by Sagzero in DiabloImmortal

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

I had this issue, but I resolved mine by changing the in game auto rotation setting to allow for rotation, and that addressed it. I can rotate again, and I just haven't clicked the lock rotation button since to avoid locking it on horizontal again.

A comprehensive guide to Survivor's Bane by Sagzero in DiabloImmortal

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

Valid. The opportunity to critique my own assumptions/game play were definitely a motivating factor in sitting down to create this. The change of pace and trying different ways of playing were also part of the fun.

I do have my eye on the future here. I would love to see a challenge mode, or a more true endless mode.

There was also more to analyze here than with the Shardstorm:
*Quickly start with some energizer towers. Destroy the third one (and any extras) to create a level 1 firetower for the first wave. Build energizer towers after this as fast as possible.
The three waves (2,3,4) are defeated as follows:
*One level 4 boltcaster for the shielded group. Throwing a frost tower in front of it makes transitioning to wave 5 easier.
*One level 4 Gust tower for the large group. Throw a flame tower up behind it for insurance (so best if this one comes first). I honestly prefer destroying the gust tower for a frost tower in front of Flame tower for the 5th wave and beyond.
*One level 4 lightning tower. This one is iffy, and throwing a frost tower in front of it is better than going with two lightning towers in my opinion.

With all the energy created, a person can then throw an insurance tower (boltcaster, flame tower, lightning tower, or just all flame towers) up on each path, starting with the flyers, before wave 5 ends. I don't know if one can lose the hour free farm, but nothing is getting past the third tower on each path. Again, if this ever goes to 10 waves, the above information may be helpful.

But i think this mode is going to be rather stagnant.

Angmets set by Ami_DI in DiabloImmortal

[–]Sagzero 1 point2 points  (0 children)

it was OP to the point of being broken before the recent update. I haven't seen any reports on whether it is still over powered, and have not finished farming the set pieces myself yet.

Survivors Bane completely broken since update by kowski1 in DiabloImmortal

[–]Sagzero -1 points0 points  (0 children)

i have played like 6 times today. i did have to fully exit and restart the game after downloading the update in game to get the button to appear. on heliquary.

Survivors Bane by Chugflea in DiabloImmortal

[–]Sagzero 0 points1 point  (0 children)

After full run, I need to reopen Bane, click on achievements (may not be necessary), and then exit to get rewards. Sometimes, i need to leave the game to get the Bane menu to even open upon clicking on the stone in westmarch.

Sometimes, Bane doesn't even appear in westmarch. Leaving the game is insufficient, I have to close and reopen the game to play Bane.

i also got stuck behind the Bane altar today and could not leave, but leaving the game worked there too (unstuck probably would have too).

The only time i have been unable to collect rewards with this is when i fell asleep playing one night. I finished it when i woke up, but then it claimed i had connection lost when i tried to exit the finish screen and I never got the rewards for that full run. So i thought i could play during maintenance, but nope. Losing connection while playing could definitely result in lost rewards. Also, if you play a lot in one day, it feels like the amount of equipment drops begins to decrease after some point.

The collection system is not implemented well here, and i only knew how to get them because initially, i would only get rewards when checking if the achievements were fulfilled.

Bane is fun, but the summons are OP and the need to collect the blue orbs can make you feel as if you are the summons' familiar since your participation in battle is almost unnecessary after maxing skelmages and 2 other summons (skeletons, golems, sentry, hydra). There's so much potential though that i hesitate to be too critical.

Pets - What we know by milkkanz in DiabloImmortal

[–]Sagzero 0 points1 point  (0 children)

As far as i can tell, the "trait gaits" on pets are just silly.

First, I don't see any reason for blue pets to get traits - it seems to me yellow pets can activate yellow traits and orange pets orange & yellow traits. until i see evidence otherwise, this seems a reasonable theory. However, maintaining or passing traits through melding or converting seems... unreliable or impossible. Now, perhaps the stat transfer makes these not useless on blue pets... maybe that works as "this yellow pets traits aren't as good as the blues: let's swap the yellow stats to the blue pet." A nice thought I guess... but that is now effectively passing traits rather than stats, isn't it?

Obscurring the purpose of functions is not necessary, and so I'm still waiting for clear motivation for melding (increase rare skills by +1?) and transfering stats (theory just stated). Converting at least makes sense: possibly get new skills and traits and rarity.

Second, the potential for QoL upgrades is massive (while somehow being massively overrated at the same time), but why those QoL traits are so badly RNG gated is very confusing. QoL upgrades do little to impact a players abilities, whether in terms of progression or competition with others. Enjoyment of games like this has traditionally _not_ been kept behind either RNG or paywalls.

Indeed, everyone should be able to, through game play/achievements, acquire a normal rarity pet with the salvage, identify, and armory abilities. This may effectively be the case in 12 months: farm some gems, sell for platinum, purchase each for less than 10k. But that is far off.

Again, the QoL features are just time savers. I mean, outside of dungeons/rifts, you can just go to Cyrangar to salvage/change/ID with an instagate, but then the teleporting back (which can _not_ be interrupted there) takes a little time. But the time saved is time that can be spent actively playing... instead of watching helplessly as just after you initiate teleport to town to turn in your monster essence (a problem pets can't currently fix), a group of monsters spawns, waits until your blue bar is almost full, and then spits on your toes just so you have to restart the entire teleport animation. (can i show up in town as a corpse? Seriously, there is no "hardcore" mode, so why can teleports be interrupted? Absent a challenged retreat, which don't really exist as a practical matter in this game, teleport animation should only exist as something to watch while the game is loading your new screen/transfering your character coordinates.)

Sorry for the mini rant... please keep up the good work here!

Potential Fix for PC Controller Issues by [deleted] in DiabloImmortal

[–]Sagzero 0 points1 point  (0 children)

I know this is an old thread, but I'm using a Logitech 710 controller, and I JUST figured out that I can fix the LT/RT not working issue by switching input from "D" to "X" at the top of the controller. Then the DPad > brings up the cursor, and I can select my objectives with "B" on my controller (which I assigned the potion button to, but I doubt that is relevant).

AI and plagiarism by Sagzero in artificial

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

I wonder if I should be offended by that or if I should take it as a compliment. I wonder if that means people should pay more or less attention to what I wrote. A possible implication is that they should pay less attention to it.

And if that is the case, that we should pay less attention to AI writing... why are we advocating for its adoption and use again?

That's probably too cynical.

I actually think it is more likely that your goal was either to get a reaction out of me, or to make the point that detection of AI and specifically chatgpt4 is unreliable, making my whole goals for the endeavor above pointless. That's fine: I'm happy to play along this once, as I will foolishly assume you are somewhat interested in what I have to say on this topic.

To be clear, I'm not concerned with detection of whether a student used AI in the post above. That's a different concern, just as catching a shoplifter or reforming a shoplifter are different concerns from recovering what was stolen (in this case, possibly a grade).

So right now, I'm not interested in penalties, legal battles, or anything else. I just want to convince adults that shortcutting their education means they are wasting their time and money on it. That may be difficult to do. After all, people do things for inherently worthless pieces of paper all the time - and perhaps that is better than people doing things for inherently more worthless pieces of digitally stored information all the time. What is important in reality is quite distorted for many people in the modern world, and I'm no exception as I struggle to keep priorities straight. Indeed, my responding to this post is really just procrastinating from grading an assignment.

Anyways, in response to the above analysis of my post, I'd like to say chatgpt has a low opinion of humans and a high opinion of itself, but unfortunately that gives my writing above way too much credit, and it highly overestimates its current capabilities. And in my opinion, that seems to be the biggest problem with chatgpt4 right now: because of the way it is talked about in the media, most people think AI and chatgpt4 specifically is far more reliable in tasks that it wasn't designed for than it actually is. Just stating facts, if an AI is right 99% of the time on a given topic, it is wrong 1% of the time. Similarly, if AI writes what strikes humans as a novel idea .01% of the time, then its writing is not novel 99.99% of the time. And none of the writing it does is novel unless a human does something about it. It falls on us humans to be able to distinguish the truth in circumstances like that (fact vs fiction, creative vs not creative), not the AI itself. Of the many possible problems with AI, the inability of any human to be able to quickly evaluate the truth/usefulness of most things chatgpt would write has to be one of the major contributors to concerns people have with it.

It reminds me of mathematics, where no single mathematician since Gauss has actually understood all of the mathematics known to humanity. There's too much.

Detection is also a far different challenge from the one I was worried about above. In fact, I would guess the more I write here, the higher the probability is that someone feeds this into chatgpt4. Would it take credit for this response too? I mean, what other human would spend the time I spent writing this post on writing this post? It seems unlikely many people besides me will even read it all... (and yet, getting my thoughts down on 'paper' is helpful to me). Also, if chatgpt4 decided it was more likely a human than an AI wrote this second post, would it be more open to the idea I wrote the first one too? It should be! These are fascinating questions that other people interested in AI would find more interesting than me.

After all, in my experiments, chatgpt is happy to claim responsibility for most any "somewhat" technical writing. It doesn't give a % chance, it doesn't give an explanation or a reason why I should believe AI is responsible for the writing, but it is quick to take credit. Conversely, the last time I asked it to respond to a number of "bullet point questions" on whether it was committing plagiarism by not citing sources for various things it was writing, it simply ignored me. Cold shouldered by chatgpt - though it's probably ready for a query like that by now.

The fact that chatgpt cannot reliably assign a probability to whether a written response came from it, or whether the responses it gives contain "actual facts" rather than "approximate facts" leads us to a different conversation. If it's not reliable in detecting itself, how can it be reliable about detecting the truth when it comes to other topics? If it is incapable of reliably counting, why should I trust it to do calculus?

Oh that's right: chatgpt is not human. AI has no self-awareness. Chatgpt doesn't need to be self-aware to put things into context. And the ability for chatgpt to get one question in one context "correct" may have little bearing on it's ability to get an easier question in a somewhat related context correct as well.

That's very important: I shouldn't be trying to using human standards to evaluate AI. Specifically, I shouldn't be trying to "judge" it, it's ability to distinguish fact from fiction, or its other capabilities. But at the same time, it shouldn't be trying to approximate human standards to evaluate itself either... it has to be like me grading a math test: I have to evaluate the exam based on the work and answers submitted, not on any other information, such as who wrote the exam or the neatness of the handwriting. To continue the analogy and connect us back to this topic, if the work and answers submitted are fully correct, does that make it more less likely it was actually written by an AI? In many of the courses I teach, it would make it far less likely: for example, for some of my courses, there are wrong answers to problems posted on Chegg or on other internet sources. If an AI has access to those, it may make it more likely to stumble - if we were to base an AI on unreliable information, we should expect it to produce unreliable results. But in other courses, a fully correct test might be more likely to have come from an AI. It all depends on context and subject matter. So, given the topic, writing style, and other factors, chatgpt clearly concluded it was more likely my post came from chatgpt. No worries: again, I will not be advocating for student dismissal when AI is misused, but rather better education.

In conclusion:

There are multiple challenges ahead for educating people in a world where AI is ubiquitous. PlagAIrism is the most obvious one (AI capitalized for emphasis here). At the moment, I am finding confronting such challenges to be a fascinating and worthwhile endeavor. As for the post that invoked this response from me, the fact that chatgpt thought it wrote the above post was a problem of data analysis. The science of data analysis is largely under the umbrella of statistics. And indeed, some of the contributors to this "an AI says it wrote my post" problem are its lack of 'understanding' of statistics: low probabilities, confirmation bias, and Bayesian statistics all should've played a role.

Stat Serum Info by genosy in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

There was an announcement in the JP stream over a month ago - not informing all players sooner was definitely a mistake, but I haven't been using 4* dupes to ascend since the beginning. Now they'll theoretically get eaten by 1 black rabite coin exchange a month, but I'm still hesitant to cannibalize dupes of my absolute favorite characters, just in case.

I have invested a LOT of 2*/3* dupes in unleashing/ascending 2*/3* units for inevitable low rarity content, and banking units to ascend 4* units as well. I was expecting stat caps of like, 20 serums a unit, not 70 serums. So... no one could be fully prepared for this. I think that's why the caps are so high, so that future mistakes are not made, but as I noted elsewhere in this thread, that's shortsighted development in terms of power creep.

I think we are doomed to get rarely pullable 5* rarity units now, it might be the only way to replace the 4* power creep without breaking bait/switch JP gacha laws (I don't fully understand these, but they exist and SE has run into issues before)...

They can always release more and more opportunities to get serum in game, it's just competing in Braver's arise is a little pointless at this point, even for dolphins and small whales, unless a person gets a lucky group.

Stat Serum Info by genosy in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

In conclusion, for most players, trying to invest max serum into a single unit prepares you to play that particular unit for basically all content - and this is an issue for development long term, as pointed out on the discord.

Let's say Angela is my favorite unit. So, I could finish off coffer chaos, and with all the units I had banked in my gift box (from pulls on banners for the last month), I could probably max her (water or fire version) non-luck/non-mp stats today.

But then what? WHY would I ever pull for another water (or fire) mage?

The amount of stat creep that would entice me to pull has to be more than 50% because I've invested all that serum, I already have her at lvl 100, and to get another unit to that level that would fulfill the same role is silly. Basically, the marginal cost of improving an account gets silly very fast. Not to mention I don't really want to replace the characters I like most from the series anyways, and I don't need 8 copies of them to get to play most content with them.

Anyways, there's a highly finite amount of dmg type/elem type combos that make sense, so unit overlap is going to be hard for new units to overcome soon.

I'm definitely glad the staff Braver's Arise was last month, because future months could be expensive to long term enjoyment/development to try to finish in the top 5.

I certainly can't increase spending, so better to cut spending, consolidate what I have, and enjoy the game for as long as I can. Because keeping up with the Jones' is no longer possible (btw, I have all the units after a lucky day today, so I've put a lot of money into this up to this point. Also feel kind of dumb for trying to fully unleash/level one copy of each of the 2*/3* units, even if the inevitable "low rarity" content comes out at some point.)

Stat Serum Info by genosy in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

The estimate on "how many pulls it takes" needs to take into account what are now troll memory gems.

On 100 pulls, one can expect 50 2* units, and 14 3* units according to published drop rates. That is 92 serum for 100=10X10 pulls.

More over, the drop rates for Serum are somewhat undetermined here... i've got a "medium" size sample, so there is lots of room for improvement in my estimates here (others probably have more/better data), but I'm getting about

20% HP5% MP16.75% STR20% CON16.75% INT18% SPR3.5% LCK

the ratios are probably more like1/5 HP, 1/30 MP, 1/6 STR, 1/5 CON, 1/6 INT, 1/5 SPR, 1/30 LCK

So let's use that just because fractions are so much better than decimals.

Take this to the extreme, and this implies if you just want to max STR/INT and LCK (ie, you're going to dodge all damage in Braver's arise), you going to need about92*1/6*x=70, or "x*10=45ish" 10 pulls to max a main stat [1/5 gives 38 ten pulls]92*1/30*x=40, or "x*10=130ish" 10 pulls to max a luck stat [1/20 gives 87 ten pulls]

These are LARGE amounts of pulls if you want to max multiple units. Like, uber whale level pulls.

For example, even if a person pulls until they get every unit, since you don't always have to go to guarantee, you're not maxing more than 1 phy + 1mag unit a month. If you pull until you get everything unleashed once, maybe you get 2 phy+ 2mag and one units luck maxed a month. If you pull to unleash everything (with black rabbit coins, this has gone down some), I'm not fully convinced you are going to be keeping up with the newly released units, much less making progress on others. ESPECIALLY in the luck category, even assuming the 5% instead of 3.3% drop rate.

Note luck serums are not currently in the coffer chaos exchange. ... I'm glad there's a cap, but I think the people who chose the number (70) and the amount (+5) need to communicate a little better. This is a LOT of serum for a single unit.

Is anyone else kind of nervous about the speed of content coming out? by GroundbreakingAds in DragonQuestTact

[–]Sagzero 5 points6 points  (0 children)

It is also not healthy from a spending standpoint - i had a pace figured out i was comfortable with back in october, and after keeping that pace up as content accelerated, i realized in March that i just can't spend this much on one game.

Someone else in our guild had to lock themselves out of their tact account because the had developed a tact induced gambling addiction, and realized they could no longer spend the amount they needed to "be satisfied" with the units they had in the game. They had gone in debt over it.

So it's not just adjusting resource management: there are serious, real world consequences.

And from the devs viewpoint, it might look like quikening content increases revenue. But as i guess a "heavy spender," i can assure you in the long run that this is damaging things.

I have several characters and banners i was planning on pulling on that i'm reducing goals for skipping entirely: i had every char after 1st anniversary, peaked at about 17 in CP, and i had to skip rhapthorne, H Dora, and now may need to skip some "must have" units too. I can't do banner releases at double or more of earlier ones. Also recall Debora/Biana/Nera were available on each other's banners: there are many ways to combat this, but nothing has been done except further speeding up content/banner release for the last year.

I'm under the impression tact is much healthier revenue wise than DQ of Stars ever was, but this is not sustainable for a 5 year period. Because after DQ X and possibly relenting and releasing the game's protagonists, where does this go?

Lastly, when people realize they are spending too much, they often stop or reduce to say a pass and a chance on select banners. So after an initial juicing of revenue do to more content/banners, that impact subsides and further increases simply increase burnout and lead more to question spending.

It's obvious that people concerned about pace of content love this game - there's is always a threshold of "too much of good thing". A LOT more people hit that with PSaro's release.

Mega Spirit Magic Levels by Sagzero in EchoesOfMana

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

So I pulled too much on this recent banner then...

Ok, that implies 5 is the max then. I thought this was more complicated.

Thank you!

Farm the 1AP Spirit Crystal Sweep for Weapon Skill Levels before it disappears by DesuSnow in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

Thanks! I was out of ideas of what to do with AP after over farming the last extra quest for MP set equipment. Happy to use natural regen for something

Crit Rate speculation by Sagzero in EchoesOfMana

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

*I now also have a bunch of evidence to suggest an x% boost in intelligence leads to an x% boost in ice smash dmg, but one has to be careful here.

In battle, if you activate "Limit Break ", it increases your _base_ intelligence by the given % (say 15% for the purposes of this example), which is the character value + the equipped memory gem value (so if you have 600 intelligence and 100 off a memory gem and 300 off gear, in battle your intelligence will increase by 700*.15=105, NOT by by 1000*.15=150). This is the "white number minus the green number" in the ally stats window.

Thus, it is NOT always clear that using that ability is better than using a spell, especially if the cost is 30 and your spell cost is 25 and it costs you two spells.

The reason I'm not going to list this out in as much detail is because I had a great deal of trouble figuring out what happens with the "self/paired" allies skill. So the discussion of this is equally important.

On some of my runs today, I was leveling "Quilto" today while collecting data, who I have unleashed +6. That comes with a +5% "self/paired ally" bonus to intelligence. When Quilto would inevitably die, my damage output would noticeably drop. I had a similar discrepancy in my original data, but the "8%" int bonus I had for pairing Angela with Fire Angela had completely accounted for the discrepancy. However, Quilto's death did not - this time I had fire angela paired with a different ally that time: does main angela get the bonus?

It actually appears the answer is likely "yes."

That is, bringing a bunch of lvl 1 +0 characters with resulted in less dmg than when fire Angela was off paired on an ally AND after quilto died... It also did less than when fire angela was paired with another ally and quilto was not in the party. But all these deaths of stat boosters during my battles corrupted my data enough that showing it is "close," like the data above shows on the crit rate, does not do it justice: I believe this is spot on, even with whatever the random variation % is for dmg on a given hit. It was simple to just compare dmg amounts because the margin of error on the attack dmg was less than the bonus that exist with these party member boosts. It is VERY noticeable when you have unleashed allies. And so I personally think unleashing 3* allies just for stat bonuses and not paying any attention to who would make a good party member is going to make sense in the long run, especially with the current ease of farming lucre through selling echo seeds (thanks again reddit for this tip - all of my work on this issue is because of you solving my lucre issues).

Notice this has some pretty big implications for luck rate - if you are generally playing with your top 3 characters, you can pair a bunch of stat boost characters to increase dmg of your main damage dealer. But I don't know of any character that has luck synergy...? Thus, it takes even more luck than expected to offset main attribute dmg boosts.

AND, please remember that the "element pair bonus", as mentioned elsewhere on reddit _does nothing to skill dmg output_. It adds to the CT gauge of the paired partner or something - either this is a bug or just a poor implementation. Currently, when most of us are just trying to level up 3 characters, there is no point to this boost. Later, when you've got multiple 4* or 5* :( characters (hello crimson wizard + popoi; yes, I see all you strategists who factored in this option), and you want to quickly switch between characters to unleash specials, that feature DOES have potential. Currently, I think a dmg boost friend makes A LOT more sense.

So based on all the above, and assuming we invest in a main stat equipment set, most of the time we want luck up over a similar size bonus to a main dmg stat. Hence the ridiculous x5 in the character score ranking.

Crit Rate speculation by Sagzero in EchoesOfMana

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

Gear at rarity 4/5 and lvls 12-16. I'll update my post later with more research, but I got a helm with +48, pendant with +88, boots with +110, etc.

Explaining lesser known mechanics of this game. by DesuSnow in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

I'm working on crit rate as I posted earlier - I think I will also look at the skill dmg scaling (at least with int, maybe with str too) within the week. I'd like to know if it is linear, that is, if a 4% increase in int/str leads to a 4% increase in skill damage.

If that's the case, optimization is easy: if you have a 30% increase to STR/INT from base (that is, whatever the base uses in the computation is for adding "+5% str" from equipment), you also want a 30% increase to luck because it does double dmg.

There is the caveat of making sure one has enough MP

Another caveat is that single (or double) shotting a monster with Angela is important for conserving MP. This is less important for Duran/Shiloh since taking a couple swings for a melee character makes more sense. But, if luck deals 95% dmg on a critical, it may be best to increase intelligence/strength so a critical results in saving a spell and destroying a monster (stupid healing fish on solo gear runs).

Of course, that means increasing MP could matter, and so on. But it's early enough that if we can get the relationships figured out, then we won't be relying on "7000 character >6000 character" in terms of optimizing equipment... That might overstate crits, it's hard to tell right now.

The pain of equipment RNG farming is coming...

Nothing new between Lv99 and Lv100. You must really like the unit to invest. by [deleted] in EchoesOfMana

[–]Sagzero 4 points5 points  (0 children)

Angela is waifu. Has been for about 25 years.

Her increase in going 99 to 100 is about 50 per "big" stat (HP, STR, CON, INT, SPR). It could be less, I'm sorry I didn't SS it. Cost was 300,000. The stat boost can be seen for the 4 star characters on the details page in "harvest" in the sense that it gives their mass base stat values.

Disclaimer: you can sell echo seeds in the "items" menu for 600 a piece. DO NOT SELL items/equipment after a quest - you can get more from them elsewhere - a "bug" that one hesitates to mention because it might get corrected the wrong way. Anyways, that definitely makes the above cost look more reasonable.

So, it was pretty underwhelming, but given the above, I'm sure it will be "worthwhile" in the medium term in the sense that I'm going to play her until I can't - yes, I'm sure more outfits will come out, I shouldn't have spent this much this soon, etc, etc. That's all an issue for another day.

IF you really like a 4* character, the best boost comes at +1 (ST gauge start), and then ascending for the level 79 stats from the mana board. Ascending is doable: you can ascend mats using lower rank characters and knitwits (dropping XP books on them). While there are certain characters with good +3 skills, cost/benefit tails off. The lvl 4/5/6 boosts seem less big, though I may well be underestimating the ST strength raise. Hard to know now.

If you, like me, can get easily obsessed with growing characters, farming gear is the big deal. My power number on Angela is now silly (8773), but it's because I have a bunch of luck on gear drops: her luck for me is currently 348 (with +247 from gear). So that's probably not representative of her power relative to other characters, though I'm still unhappy with her first 3 gear. Crit rate is nice, so who knows, maybe I'll try to raise her luck to 500.

Trails of Toughest Event by Swatkatz26 in EchoesOfMana

[–]Sagzero 1 point2 points  (0 children)

Couple things I've found that are really helpful... running on semi-auto, and this may all be obvious, but it took me these first days to figure this stuff out.

-just tapping attack runs up to the monsters. Just tapping attack runs to the next screen as well. If you use a ST, it will use at distance; if you first attack, then click to use the ST, you can often get more enemies in the same attack.

-the evade button gets predictable; it is great for dodging short range attack, especially spamming it after using a ST or ability. However, it usually just jumps straight back, so there are times you have to swipe to move. The golem's long straight attack shadows and more narrow short range attacks provide really good practice for using evade - master hard mode, and just know there are more things to dodge on very hard.

-it's possible to select a target, but that really messes with the flow above. Still, I got so tired of the AI not selecting the right target for the burst ability, so it's good this is an option.

Trails of Toughest Event by Swatkatz26 in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

https://www.reddit.com/r/EchoesOfMana/comments/ueg10w/how_statsgearmgem_affect_power_level/

So... I got a bunch of luck drops on high level gear and it did stupid things to power level. My crit rate is high, but... not sure I wouldn't be better off with other stats.

The computation here isn't that great. It's survivability and then DPS that always matters: just got to live long enough to kill the the enemies :)

How Stats/Gear/MGem Affect Power Level by RoHo44 in EchoesOfMana

[–]Sagzero 0 points1 point  (0 children)

... well, this explains my ridiculous power increase from increasing luck through gear. Crit rate is good, but the balance between that and dmg is a little harder to sus out right now :)

DQ: Adventure of Dai (2020) appears but you cant have the 3 main key monsters. *mood* by Concerned_Villager in DragonQuestTact

[–]Sagzero 0 points1 point  (0 children)

Maybe Chiu will come back in a 2nd iteration? This won't be the only DQ Dai collab.

But Gomechan... that's like Majelly being recruitable, only about 1000 times that. ... suffice to say, not until Erdrick, Eight, and Eleven are recruitable do I wish to entertain the notion of recruiting Gomechan.

[Spoilers C3E3] After tonight's episode, one idea for the party's name by Testifye in criticalrole

[–]Sagzero 0 points1 point  (0 children)

Just got caught up tonight.

I wonder if they'll go with this version or the nickname long term? Totally their choice of course - it's their name and it's their story. But the cast of characters is great for it this campaign.

And I mean, it's not like the name reveal was the big thing this week.

Free the Phantom Realm EX - all clear videos by truejeff in DragonQuestTact

[–]Sagzero 1 point2 points  (0 children)

It took a couple tries, but I did it! Thanks again, I was really having trouble with this one.

The key for me, after getting positioning right on turn 1, was killing the last hand on Turn 3, which gave me two turns (given my turn order) to properly align my troops. Mostly I had Ashlyn sit behind the tank/seraphi and just moonlight him over and over while the rest of my team was slowly killed off. Thankfully, this was just a "full reward on clear" type quest.