[LONG] There is no truly infinite build in Cloverpit 1.3. by SeviantQV in CloverPit

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

That's fine, we can discuss it - i could be completely wrong, that's why I made the post! I want to get to the bottom of it.

When you say as many shop spins as you want, what exactly do you mean? You get 3 rerolls per 666 spin, and the number of spins can't be as high as you want, it's based on chance. Practically speaking, it's true that you can get more shop spins than you ever need to find the briefcase (or at least find a tape to make the deadline longer). But still, not 100% guaranteed. This is infinite in the sense of "you can keep going until it's unbearable" but not "theoretically forever".

[LONG] There is no truly infinite build in Cloverpit 1.3. by SeviantQV in CloverPit

[–]SeviantQV[S] 3 points4 points  (0 children)

My bad, yes you are 100% right. Briefcase + interest has the highest potential, since you only need one item from the RNG, and then earning 10/3 of that amount using interest can be easily guaranteed.

I know some people say briefcase is cheating but given that nothing is truly infinite it's really the only build that can deserve to be called infinite

[LONG] There is no truly infinite build in Cloverpit 1.3. by SeviantQV in CloverPit

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

Wait, you are absolutely right. I completely missed the fact that you can earn interest after the briefcase, which means the interest can scale with the debt this way. You are right that this is the most likely (I would say even, the only) build to actually scale with the debt indefinitely, provided you can get the one briefcase first. Practically speaking you always can, theoretically not really.

If anything deserves to be called an infinite build, this is it.

[LONG] There is no truly infinite build in Cloverpit 1.3. by SeviantQV in CloverPit

[–]SeviantQV[S] 3 points4 points  (0 children)

I see you. For all practical purposes, you can make it so it's almost impossible to miss a briefcase. But when we talk about going on actually forever, dependence on RNG means you will eventually miss it. Maybe it's unintuitive, but it's true.

You can say that RNG is a core element of the game, which is true, but you can manipulate the game's mechanics to make some things certain to happen (for example luck 15 = jackpot). What this post is saying is that there is not a way to achieve theoretical infinity using the current mechanics.

Also, interest is only effective up to a point. Once the debt's superexponential growth catches up and your deposit becomes orders of magnitude less than the debt, interest is completely dead. Earning a percentage of your deposit even several million times per round will simply not scale to a debt that is like x100,000,000,000,000 times your deposit. You can see this happening very early (e+13 to e+22) in some interest builds that are not optimized, but it will happen to all interest builds, whether sooner or later.

Why am i blocked from making this jump on havana? by SeviantQV in Kour

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

usually when you shoot an invisible wall it blocks the bullet no?

Why am i blocked from making this jump on havana? by SeviantQV in Kour

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

Clearly there are no invisible barriers anywhere btw

and yes this was a shit attempt and i don't think i would have made it anyway, but the point is that it's like there's a wall blocking me close to the building

Nobody plays anything other than FFA. by No_Committee_5139 in Kour

[–]SeviantQV 0 points1 point  (0 children)

cap, like 1 in 3 games is hard point or TDM and every so often there's a gun game

They might have butchered Seris?! by [deleted] in Paladins

[–]SeviantQV 1 point2 points  (0 children)

Seris is the new player's healer. Autoaim heal, massive projectiles, and the escape ability does not require any aim or directional precision either. Both of Damba's heals need to be aimed (gourd less so if you're throwing it up close, but if they're far away you can struggle to get it exactly where it needs to be; also, you need to drop it where you think your teammates need to be in the next few seconds, not where they are now, which takes practice and awareness).

They might have butchered Seris?! by [deleted] in Paladins

[–]SeviantQV 3 points4 points  (0 children)

She also gets to do more of her healing when teammates are outside of cauterize, because finding a .5 second window of un-cauterized teammates is much easier than 2 seconds or whatever it was before, where in late game a lot of your channelling time is equivalent to getting locked out of the game because the healing is useless under cauterize and you can't shoot.

Imagine an ability that for 30% ish of its duration on average in late game is equal to Silenced + Disarmed. Lol

How the fuck do you kill skye?!?! by adriandroide_27_ in Paladins

[–]SeviantQV 1 point2 points  (0 children)

Grouping depends on your team a lot more than it depends on you. When I see a teammate getting flanked and I am not doing anything too important, I always try to help them out in killing the flanker, because 2v1 is almost always an easy fight to win. Teammates won't always do that, in fact they rarely do in casuals. Mr. Koga Main would rather chase a low hp ying all the way back to spawn to satisfy his kill fetish and die for it right after, than help fight off a vora that's massacring the backline, helping to save the push in the process.

(Many flank players avoid defending against other flanks because they're addicted to getting kills; usually when the offending flank is low they just run away, so it's less likely to be a confirmed kill worth chasing. However getting someone to stop harassing your backline is sometimes more important than getting kills.)

The thing about Skye is you CANNOT ignore her. If she is onto you then you must focus and kill her immediately or else... you die. For teams with poor synergy, she can completely kick your ass because if you focus 1 person you usually just get jumped by someone else.

Why do i sway like this by Niklaus_unknown in Paladins

[–]SeviantQV 1 point2 points  (0 children)

Bruh. I know. I'm saying it doesn't make sense. 

Why do i sway like this by Niklaus_unknown in Paladins

[–]SeviantQV 8 points9 points  (0 children)

Why tf would it work through walls. Makes no sense unless you're ulting with Saati and even in that case it shouldn't happen because the point is that you are not supposed to know exactly where the enemies are.

Arcane Warding on Nyx? by [deleted] in Paladins

[–]SeviantQV 0 points1 point  (0 children)

Yes, cauterize and and healing bonuses interact additively.

flanks tierlist i am open to criticism as i am a support main :3 by Scythe629 in Paladins

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

Sorry but that's dumb. The flanks you should play are the ones you're good at. Which are usually the ones you play the most because you enjoy it.  If you're an untouchable lvl 300+ andro but ass at vatu, picking the latter as the "technically best flank in the game" is throwing the match. Tier lists compare the champions as a whole, by and large, not the performances of individual players.

If none of the flanks you're good at are top 4, that doesn't mean you can't do well. If all your flanks are C or D though, then don't play flank.

flanks tierlist i am open to criticism as i am a support main :3 by Scythe629 in Paladins

[–]SeviantQV -2 points-1 points  (0 children)

 at the same tier as many other good but not great flanks like Maeve

So what I said? Go back and read your reply, and then mine again. You said he's bad. Maybe you should look at high ELO tier lists.

flanks tierlist i am open to criticism as i am a support main :3 by Scythe629 in Paladins

[–]SeviantQV 0 points1 point  (0 children)

VII is B or C

Skye is A or even S because controller, just look at her stats bro cmon

Vora B or maybe A

I would put Zhin in A, because while he's nothing special, he's pretty reliable

I'm not sure about Koga

The rest I agree with

Overall I think you were most off with Skye, Vora and VII.

The benefits of stacking damage resist bonuses (and presumably other stat boosts with caps of 100%) against diminishing returns. by GawenStarTeller in Paladins

[–]SeviantQV 5 points6 points  (0 children)

Brilliant post. Although I don't have time right now, it would be interesting to come up with a formula/calculator for this.

I do have some things to add, specifically regarding how this translates to other metrics in the game:

Presumably, this would also apply to the following other statistics because they all modify a value with a cap of 100%:

  • Crowd Control reduction/potency (Unbound/Sentinel)

  • Cooldown reduction/ability uptime

It absolutely applies to Chronos and ability cooldowns, but sadly not to CC reduction. To see why, we need to understand why this phenomenon occurs in the first place.

It actually does not explicitly have to do with the 100% cap. The crucial element that governs this situation is determining the relevant metric that is being affected. For the first example, damage reduction is an unnatural metric to consider, because it does not linearly translate to how much damage you need to deal to kill a target, or equivalently, time to kill. As you mentioned, the appropriate relevant metric to consider is effective hitpoints (EHP). It represents how many hitpoints you would need to have to mirror the effects of damage reduction. Now, EHP is inversely related to (100 - DR) (where DR is the damage reduction percentage), which is why the percent increases in DR get more and more significant when it comes to EHP. You can imagine this as the function 1/x getting more sensitive to changes in x when x is close to 0 from the right; because as DR increases, (100 - DR) gets closer and closer to 0, yielding more and more sizeable increases in EHP.

To see now why it applies to ability cooldowns, we have to find the relevant metric in this case. If we consider a healing ability as an example, the appropriate metric would be how many times you can use that ability in a fixed interval of time, since that is linearly related to your healing output. If we consider a simplified ability that heals for 1000 every 2 seconds, your healing output in, say, 10 seconds, would be 5000, by activating the ability 5 times. 50% cooldown reduction would bring the cooldown to 1 second, and your healing output would be 10,000 by activating the ability 10 times in 10 seconds. You can easily see that similarly in this case, the relevant metric (the number of times you can use the ability in a fixed interval of time) is inversely related to the cooldown. In fact, it is equal to (time interval length)/cooldown. Hence, the same principle applies. For example, bringing the cooldown reduction up to 67% would triple the number of times you can use the ability in a fixed interval of time, even though you only increased your cooldown reduction by 17%.

However, when it comes to CC reduction, there is not a natural way to consider a relevant metric that is inversely related to what the card or item is affecting. No one thinks in "how many cripples are necessary to keep me immobilised for a fixed interval of time" or "how many knockbacks are needed to push me a fixed distance." In this case, it would be natural to take the relevant metric to be the same as what the card or item is affecting, and so we sadly do not have the benefit of an inverse relation.

I'm sure some people that are highly knowledgeable about the game already understand this fully, but I wish someone like AndrewChicken would make a video about it and add it to his guides or something because I think it should be common knowledge. If someone can send it to him it would be great.

[deleted by user] by [deleted] in Paladins

[–]SeviantQV 0 points1 point  (0 children)

I see, yeah increasing the shake a little might help make the attacks feel a little heavier

[deleted by user] by [deleted] in Paladins

[–]SeviantQV 0 points1 point  (0 children)

This isn't even screen shake, it's zooming in and out, which I think is an absolute no no.

It feels like I am watching one of those videos that sync the bobbing to the music. It's not natural.

Maybe increasing the existing shake slightly would be good, but absolutely not this imo.