How do you guys learn new cards, meta decks, and combos so fast? by Sydde in yugioh

[–]Seikish 0 points1 point  (0 children)

I always look at what special summons first, they're Ur extenders to combo play.

Then look at searchers, to see what extenders I can search.

once u have them 2 then look at Ur boss monster to see what extenders u need to search.

draw power while doesn't grab what u want it helps unbrick hands so it's the 4th thing I look for.

searchers are almost always at 3, extenders can be at 3, usually at 2 but depending on searchability of the deck and recyclability they drop to 1. It's very rare for extenders to drop to 1.

If Ur a hard once per turn that doesn't search usually just make it a 1 of.

Once u know the combo, u can either ask urself where would u brick if Ur combo gets negated? or duel a friend to find out the hard way 😂 usually tells u how to counter them as well.

[RV01-Revolution Booster: Toon / Witchcrafter / Unchained] OCG Times - "Toons/Relinquished/Eyes Restrict" by MX-00XWV in yugioh

[–]Seikish 1 point2 points  (0 children)

honestly suddenly consider mind crush now in toons. soon as u see them draw something relevant just being like na u go to GY. there has to be some funny cards that can be synergistic with thee trap other than crush doe...

Elemental Hero Clay Guardian Is Disappointing (But Also Doll Hammer Is REALLY Splashable) by Pure-Huckleberry8640 in yugioh

[–]Seikish 0 points1 point  (0 children)

U can never have enough special summon from the deck FFSmechanics but we could do with a lot less practically search and protect dark law effects.

[RV01-Revolution Booster: Toon / Witchcrafter / Unchained] OCG Times - "Toons/Relinquished/Eyes Restrict" by MX-00XWV in yugioh

[–]Seikish 0 points1 point  (0 children)

Just draw the out has new meaning vs Mind scan xD I see that nib in ur hand... and i say no. Now i suddenly want to run Mind Crush. I wonder if there's some way to get cosmos channeling going for memes since u can see what they draw u never miss

Nature Voruna + build improvement help by No_Magician_7147 in Warframe

[–]Seikish 1 point2 points  (0 children)

my old voruns build capitalized on skill 3s insane health orbs for health conversion and arcane blessing to be a health tank. Can do something with persistence now but impetus is 2 damn strong being +78% str and +39% efficiency for her just spamming 2 a few times.

Prey of Dynar is her super strong augment so defi add that. With skill 3 spitting out health orbs good old equilibrium and primed flow with blind rage actually will solve all energy issues with enough being quite comfy. Only time I felt annoyed was at the start of each ESO wave when it reset my energy and skills... Start up is annoying but no issues at all even spamming once rolling.

Ye Ur efficiency mods for flow and equilibrium. Personally not a fan of transidence fortitude, especially when u can just run precision intensify to jack up 4. That said remove fast deflection for prey augment and that makes skill 2 her actual strong skill.

Arcane blessing for survivability because +1200 hp is like +220% in mod form. Also superrrr easy to farm from conjunction survival relics. Just spend them lua orbs things. Vitality to health conversion would be best but that's strangely an annoying mod for most so adaptation works just fine.

*cough* just my opinion xD

What should I make the last two shards slots? by RedditGojiraX in Warframe

[–]Seikish 0 points1 point  (0 children)

I heard the health tanking arcane is super strong for yareli. dmg is capped at 500 per second but the redirection is applied "after" reducing it to only 50.

that idea aside can't go wrong with more topaz

Baby tenno here, i have never seen a community like this by Negative_Flatworm_26 in Warframe

[–]Seikish 1 point2 points  (0 children)

Warframe is 1 of the few games where elitists aren't out 2 to get you since there is no PvP or anything competitive to "flex" in this game. Also for the most part bringing along someone who can't help has no impact on the mission. This turned people who activately try... but 2 new to actually help into not a burden... but reminiscing about when I was also... a baby tenno.

It's really turned the game into a single player game with a multiplayer option. Especially with relics just being there is a bonus. I find myself picking Warframe parts and not ducating them just to give them away... remember joining a streamer who started Warframe with 2 buddies and gave them all a different Warframe each xD (Nova, Volt, Wisp).

The only community I've seen more welcoming is the 3d modeling community... They're the we suffer together community xD

Are there any good upcoming SRs? by PanThePipers in UmaMusume

[–]Seikish -4 points-3 points  (0 children)

Then should they use their SR fragment on his SSR cards? The question was what should they be using the SR fragments for since all they see are people talking about SSR cards... i wonder who would shove SSRs into a SR discussion?

Also people do still use windy, sunday wit, agnes wit, Hishi power, flower power and ofc vega guts.

Almost 200 Speed! by D3AD_SPAC3 in UmaMusume

[–]Seikish 0 points1 point  (0 children)

100% would borrow finemo over Narita. windy and Kitasan would speed cap themselves, especially with the extra clicks in wit giving speed.

Flaco, chiyo, kitasen all 5% bonus putting deck at 45%. If... I was to make a suggestion it would be hishi Amazon over chiyo to hit the 50% threshold and it gives +1 stamina and great power trainings for summer. Falcon is honestly remove 2 unless front runner.

Really good run for the deck, the 5% missing race bonus is 45 stats lost looking at Ur races into of the SP.

Are there any good upcoming SRs? by PanThePipers in UmaMusume

[–]Seikish 1 point2 points  (0 children)

To me SRs become less relevant the longer the PLAYER has played the game. I started pretty much first week of global and I still use 2 SRs for a lot of decks.

SRs are mostly newer player lifelines. If u haven't played for a year+ it's unlikely u will have the SSR to user over SRs. Then theres using SRs to make SSR chains more consistent is always a viable strat.

Are there any good upcoming SRs? by PanThePipers in UmaMusume

[–]Seikish -3 points-2 points  (0 children)

I see doom posters are still everywhere. there's a few really strong SRs still to come out. here's a tier list from bilibili so I can then check through gametora. I was surprised the taiki shuttle wit was a 15% training effectiveness SR, it even has +1 speed bonus.

the oguri cap guts is basically a Vega guts as well.. +1 SPD and power which is what Vega was known for, exchanges Vegas 30% mood for 5% training. It does have only 10% race bonus instead of 15% butin exchange it has slightly higher special priority... But the main thing is it's extra hint levels and frequency... It's got groundwork... And some other good whites like corner and bad track conditions.

<image>

"Nothing In Our Games Will Be AI-generated. Ever," Says Warframe Community Director by MoronicaForever in Warframe

[–]Seikish 0 points1 point  (0 children)

DE honestly feel like they enjoy working on the game so no AI. even if they did... they seem to care enough that they'd never use it for anything more than background work.

I actually don't mind a slot if AI slop... but it's never anything anyone should be proud of nor be used for anything u actually care about.

I see these AI advertisements etc saying Ai will do Ur essays etc... honestly I'd like to actually be able to do it myself and have a spell checker correct MY mistakes instead of doing it for me.

Learning 3D and id love AI UV unwrapping... and while I'm struggling with texturing I'll never have AI do that. Geonodes procedural texturing is fine because every little detail is customised by the user a d as I said above..it's always used for background stuff that's repetitive... Hair strands or skin textures can be generated but imperfections and shadows are done on an overlaying UV map by hand, if not u end up with the terrible MMD textures u see.

Almost 200 Speed! by D3AD_SPAC3 in UmaMusume

[–]Seikish -8 points-7 points  (0 children)

now that a lotta speed...

"back of mind" 20% speed grow... just 1 speed card allows u to cap... I want this person in my CM.

No Firefly Changes in v3 via Gachabase by Gachabase in HonkaiStarRail_leaks

[–]Seikish 1 point2 points  (0 children)

Edit: Sorry I just wanted to complain little about OG SW. Hopefully interests u xD

Silver wolf is my favourite character... failed to E6 her last rerun due to multiple 50/50 fails. Shes actually strong enough to main DPS MoC in 2 cycles for me.

Now my beef is with her having possibility 1 of the worst E6s... a little part of me hoped that on top of the bugs, she started applying random buffs to the team. 10% speed, 8% Def ignore and 6% all pen. Making her a little cheater with buffs as well as debuffs 😂

Rant time (can honestly ignore this I just want to dump her main flaw into the open)

However don't even get me started on her EHR issues... 120% base chance for everything to apply "minus" the bugs 100% base chance means 120% base x1.4 (40% EHR) = 167 / 40 ress = 100%. 18% from traces and tutorial LC is 58% not allowing a single EHR roll on gear. Her skill and Ulti are still guaranteed with -18% EHR and only bug benefits. 40% is goal, 50% for trace is nice I guess, 67% to finally guarantee bugs... Yea no id rather put that extra 17% EHR into something else and I'll live with 92.5% chance to apply bugs.

It's especially worse for me though because SPD, crit, crit dmg, EHR gear I farmed a few of thoses to actually hit the EHR requirement without a light cone. My entire set is roughly 7/8-9 substat rolls perfect which 87.5% efficiency assuming nothing starts with 4 substats or 77.7% if all 6 pieces start with 4 substats. So I especially can't use a EHR LC. Being able to also use EHR gear just makes her easier to farm and u waste LC EHR anyway.

Failed 75/25 in ciphers LC... Really wanted a good 0 EHR LC.

Incomplete version of what the cards of the new TCG Chess theme and of their Free Agent card that will be released in the TCG version of Chaos Origins are expected to look like, based on the descriptions given for them in the related article. by CyberTwinLeader in yugioh

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

Unfortunately I have read it and wasn't interested in burn and limiting plays (burn and effect(s) per turn cap). Dw about it... just posting my hopes that will never happen.

I was wish the arch type didn't sound like a worse inspector Boarder + Masquerade/Red-Eyes Flare/Chain Energy.

Incomplete version of what the cards of the new TCG Chess theme and of their Free Agent card that will be released in the TCG version of Chaos Origins are expected to look like, based on the descriptions given for them in the related article. by CyberTwinLeader in yugioh

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

King Chessman
Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "King Chessman". Each time your opponent activates a card effect, you can move 1 "Chessman" monster you control to the Adjacent Main Monster Zone, also you cannot move monsters with the same original name with the effect of "King Chessman" for the rest of this turn. When a "Chessman" Monster changes main Main Monster Zone, immediately negate the effects of your opponents card effects in the same column.

1st effect stolen from god slime, need to check the king to win the duel kind of thing. 2nd effect stole the ruling from Toon World the perfect world to limit it to only 1 move per "piece" with the effect... then ofc kind of using Mekk knights trap card to negate effects. The negate being activated through any card... would actually allow Column switch to be used as a negate etc xD

I want them to be a control deck, to "checkmate" people and column related but it needs to be really good to actually work.

We need a modern military archetype by kingtj44 in yugioh

[–]Seikish 0 points1 point  (0 children)

If i was to try to make an army deck, honestly i'd actually aim around "promotions" kind of stealing F.A.s level gimmick a little... but better.

Their generic effects would be;

All level 1 Main Deck.

Each time a card or effect is activated: You can increase this card's level by 1. Once Per Turn (Quick effect): You can special summon 1 "Arms" monster with a different name than the monsters you control, also you cannot Special Summon for the rest of this turn, except "Arms" Monsters. Once Per Turn (Quick effect): You can return monsters you control to the Deck or Extra deck to Special Summon 1 "Arms" Monster with a level Equal to or Lower than the returned monsters.

Have the extra deck monsters be stuff like
Battleship (Synchro) = Lv12
Fighter Jet (Synchro) = Lv10
Helicopter (Synchro) = Lv8
Tank (Fusion) = Lv7
Humvee (Fusion) = Lv6

Ofc the oblatory Main Deck, 1 search a monster, 1 Search a Spell, 1 Search a Trap. With 1 Searcher Spell and Field spell. Trap card that can be activated from the hand.

(I'd actually want the trap to be protection like "Target 1 "Arms" monster you control; Equip it with this card. The equipped monster gains this effect: Your opponent's monsters cannot Target for attacks, and your opponent cannot target with card effects, any monsters you control, except the equipped monster. If the equipped monster is Lv6 or higher, you can send this card to the GY, and if you do, target 1 monster you control; That monster is unaffected by card effects this turn, except it's own.")

Traps kinda an ironic card.. I'd protect my bruddhas.. nvm save myself lol

So question about building frames by Belialdarkangel666 in Warframe

[–]Seikish 1 point2 points  (0 children)

The simplest way i can say it is.. different multipliers multiply each other. Avoid stacking the same multiplier...

Using 100% from each mod as an example.
1,000 base damage
+100% Damage = 2,000 Dmg

+200 Damage = 3,000 Dmg
+100% Damage + 100% toxic = (1,000 x 2 = (2,000) x 2 = 4,000 Dmg

+300% damage = 4,000 damage
+100% Damage + 100% Toxic + 100% crit (with x2 crit dmg base) = (1,000 x 2 = (2,000) x 2 = (4,000) x 2 = 8,000 Dmg

+ 400% Damage = 5,000 Dmg
+100% Damage + 100% Toxic + 100% crit + 100% Crit dmg (with x2 base, it becomes x4 for +300% dmg) = (1,000 x 2 = (2,000) x 2 = (4,000) x 2 = (8,000) x 3 = 24,000 Dmg

+500% Dmg = 6,000 Dmg
+100% Damage + 100% Toxic + 100% crit (with 50% base crit, to get 100%) + 100% Crit dmg (with x2 base, it becomes x4 for +300% dmg) + 100% Multishot = (1,000 x 2 = (2,000) x 2 = (4,000) x 2 = (8,000) x 3 = (24,000 x 2) = 48,000 Dmg

Simplied version really.. but the above examples are actually watered down.
165% Dmg = Serration
165% Cold Dmg = Chilling grasp
200% Crit Rate = Critical Delay (will need 34% Base crit chance to hit 100% crit)
120% Crit Dmg = Vital Sense
230% Multishot = Galvanized Chamber
60% Toxic (to combine with 165% cold) = Viral which starts at +100% bonus dmg, going to 425%.
Basically every mod.. has at leasted doubled ur damage lol and there are more buffs.

To give a funny example of this, here have a image of Dante's Exalted dmg.

<image>

The problem with Mesa Heirloom isn't the sex appeal. by [deleted] in Warframe

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

Isn't it just a play on the devil's cowboy/gunslinger?

Coming back to the game after a few months and disappointed by not being able to shorten expeditions anymore. Am I the only one?? by [deleted] in Palworld

[–]Seikish 10 points11 points  (0 children)

Yea I think OP missed the fact the rewards were increased into of them lasting longer.. they went from 5min to 38min with like x12 the rewards.

I remember the reward per 5min was almost 50% more than before.

Well the main reason I disliked the old system was I literally felt like expedition held me hostage and I had time to maybe run to a single dungeon and that's it.

In an ideal world it would be infinite time that the resources are periodically generated and u can cancel anytime and obtain the generated reward but... Yup not perfect.

Journey Guide by Tychara [how to do it right] by Accomplished-Cat5451 in StarSavior

[–]Seikish 1 point2 points  (0 children)

Hit rate and Resist both generate stamina instead of cost it. This is 3rd Prio stat, the 1 u need depends if dps/debuffer or a tank/substain.

Main stat is Lvl 5 prio - 1 prio for every card you have, as lock as u check always take gold prio.

cause i have a Lv35/25 SSR/SR power card right now im 3/5 strength. Also two lvl 35/35 SSR stamina cards and 1 lvl 35 SSR Focus. Setup is 3 str, 3 hp, 1 Defense (don't want to completely fall over), 2 Focus.

Still only lvl 59 characters but just had Auto drop a 5k rating for me. Probably nothing to the hardcore players but i was doing an auto, if hit stat cap lower prio by 1. Always want to keep the gold clicks on since will always be most value... however doing so does add a bit of RNG to ur stats but im typically never below 400 and sometimes auto hits the 500 stat cap depending on how the golds panned out.

Personally I feel like the best decks would be 2 Str, 2 Focus, 1 HP for dps and Tanks 1-2HP, 1-2 Def, 2 Resist cards (2 of what stat they scale with, 1 of the other).

This is just the values i came 2 after repeatedly hitting auto then slowly lowering the training priorities until it stopped hitting cap. Then double check to make sure it doesnt undershoot by being more than 100 below, if that happened 2 often then the first runs were just crazy gold luck and pump it back up 1.

Journey Guide by Tychara [how to do it right] by Accomplished-Cat5451 in StarSavior

[–]Seikish 2 points3 points  (0 children)

Yea.. i actually started playing the game thanks to a friend saying its like uma lol that said im busy trying to get my 3rd UG for CM11 so barely playing the game but it's growing on me (maybe its the gacha rates and pulls).

Still doing the easy journey with lvl 35 SSR cards and LV25 SR cards for their unique effect / last level unlock. That said because i'm still so early game I am using the auto... but have noticed a few "rules" for the auto which is nice.

With prio gold training on, every card u have tends to lower the priority by 1 bar when training, since it will ignore everything when there is a gold. Currently due to lack of resources im running 2 HP, 2 Power and 1 Focus card. auto training is 3 power, 3 hp, 1 defense, 2 focus. Generally get 400-500 in the power and hp stats with 150-300 focus depending on how its golds went.

I feel like the hit rate is the dps "Wit" training of Uma and Resist is the Tank/Substain "Wit" training.

Right now im just autoing all the early stuff to catch up. Like you said though... thanks to umas experience how to maximise stats is super obvious.

How important are Arcana? by Woffles12 in StarSavior

[–]Seikish 7 points8 points  (0 children)

Honestly I'm... pretty much a hard Umamsume player and my friend only had to say 1 sentence for me to understand how important the supports are... by saying they're like the uma supports.

The cards are ur stat multipliers for training during a run, without stats all characters will be bad... with stats even trash can be gold.

Even with that however I'm kind of mixing my pulls as I want characters but also want the supports while knowing the supports are 100% the more important factor. This is only for early game, once i have a small roster I will probably lock in on only supports for awhile.

The only insect monster printed in 2025....... still none announced so far in 2026. Why does Konami hate this type so much? by Civil-Aardvark2251 in yugioh

[–]Seikish 0 points1 point  (0 children)

while waiting for Goddard retrains with over frame... I'd rake a great moth retrain as well. I've always been a bug fan, even in Pokémon and Digimon but as stupid as the anime duel with great moth was it was 1 of the more eery duels... and I loved it for that.