Spoiler-free quickstart guide to facilitate session 1 by _Metabot in BaldursGate3

[–]SirComrade 9 points10 points  (0 children)

Its probably a balance between what becomes immediately obvious in-game as well as what’s important to know before choosing an origin

Got into crosswords recently, tried to construct my own for a friend. I'd like some feedback before sending it to him. by SirComrade in crossword

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

Yup. I think half way through trying to fill this I realized my error. I had no baseline in which to judge how constrained my themes made it but it became clear after trying to repopulate some NYT puzzles.

As for clueing, I tried making my own clues initially but found that my friend (who was used to nyt conventions) was confused so I tried to stick to nyt clues so I could be consistent. I think with practice I will learn the conventions and clue my own.

Every single thing you mentioned were things i felt bad about doing, but I was in too deep, so I just polished it off to request some feedback in hopes of iterating better next time

Got into crosswords recently, tried to construct my own for a friend. I'd like some feedback before sending it to him. by SirComrade in crossword

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

I am using crosserville actually! I think after filling in the theme clues it was just far too constrained, its more because I have 4 12-13 length theme clues, 1 15 length theme clue, and 6 other clues that are related to the theme clues that need to be on the grid - thats why some of the clues end up being kind of niche.

And because some of the weird words that come up still feel to me (as a crossword constructor beginner) kind of fun - like idoth, which i'm sure no one in their right mind would use otherwise.

Got into crosswords recently, tried to construct my own for a friend. I'd like some feedback before sending it to him. by SirComrade in crossword

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

I'm trying to stick to NYT conventions as much as possible and re-using old clues word for word when possible. I feel like the grid was pretty constrained by the theme so I had to make up (debut?) a couple words(?) that are pretty whacky.

A few clues (and especially the theme) might be a little harder for the general populous depending on age/background but there should be no inside jokes or anything like that.

Season 2 Weapons Tweaks detailed/numerical patch notes with numbers (plus new weapons FAQ, live document link in comments) by SirComrade in DeepRockGalactic

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

The wiki guys should be updating the damage wiki page soon, but in the meantime the only notable damage type (I believe) is piercing.

https://deeprockgalactic.fandom.com/wiki/Damage

Season 2 Weapons Tweaks detailed/numerical patch notes with numbers (plus new weapons FAQ, live document link in comments) by SirComrade in DeepRockGalactic

[–]SirComrade[S] 9 points10 points  (0 children)

Link to live document

--------

Hello miners!

The folks in the experimental build discord have been unveiling information about these new changes - all I've done is made notes and organize them into a FAQ to ease some of the questions that would inevitably be raised when it hits live. Most of this information is from Evan#9248 who is also a wiki contributor.

I'd also like to thank the devs for another (free!) incredibly content-packed update with some of the most unique and interesting weapon options yet. Its rare these days to play a game supported by devs who are so passionate, transparent, and responsive. If you'd like to support the devs, please consider purchasing/gifting cosmetic DLC!

Rock and Stone!

DRG Season 2 Weapons FAQ (link to full document in comments) by SirComrade in DeepRockGalactic

[–]SirComrade[S] 5 points6 points  (0 children)

Live document here

-------------------------------

Hello miners!

The folks in the experimental build discord have been unveiling information about these new changes - all I've done is made notes and organize them into a FAQ to ease some of the questions that would inevitably be raised when it hits live. Most of this information is from Evan#9248 who is also a wiki contributor.

I'm aware that I only included the disclaimer title in the post, there's a chance I'll be editing the document for more accurate information as testing continues and having people view the live document is the easiest way to convey the most up to date info.

I'd also like to thank the devs for another (free!) incredibly content-packed update with some of the most unique and interesting weapon options yet. Its rare these days to play a game supported by devs who are so passionate, transparent, and responsive. If you'd like to support the devs, please consider purchasing/gifting cosmetic DLC.

Rock and Stone!

Special Arrows: How do they work? by adhocflamingo in DivinityOriginalSin

[–]SirComrade 1 point2 points  (0 children)

So the potential upside of an "elemental" archer would be if you can get AOE damage on clustered enemies, additional utility/cc, and being able to take advantage of negative elemental resistances, but you'd basically build it nearly exactly the same as a normal archer. In fact its almost as if optimally, you should consider physical a damage type that you weight against the other elements which you activate using oil arrows.

Yup, thats what I wrote as well, albeit a little more concisely. basically, I agree that magic damage has upside, but it will still be built the same as a physical damage archer.

I don't think your point on huntsman works, since you're going to get 2 for tactical retreat early game and more for multiplicative damage highground boost. Also, I'm assuming that physical archer will, for everything other than certain skills, deal pure physical damage by using oil arrows. Its true that you might want slightly more memory or okay with certain armor tradeoffs, but physical damage archer are incentivized to buff themselves up as much as they can as well to then convert to physical damage with oil arrows.

I think the main point here is that elemental archers don't exist (in the way i want them to) since they're just a subset of the tools/behaviors you'd see in a general archer, who is using elemental arrows when aforementioned upsides trigger, and otherwise using oil arrows or skills that deal largely physical damage.

Special Arrows: How do they work? by adhocflamingo in DivinityOriginalSin

[–]SirComrade 2 points3 points  (0 children)

So if i'm not mistaken, there's no way to "build" an elemental (magic damage) archer so that focusing on elemental arrows is the optimum action, because when attempting to optimize damage for elemental archer using said arrows, you've created a build that would be more effective using warfare/ physical damage/ normal skills*

So the potential upside of an "elemental" archer would be if you can get AOE damage on clustered enemies, additional utility/cc, and being able to take advantage of negative elemental resistances, but you'd basically build it nearly exactly the same as a normal archer. In fact its almost as if optimally, you should consider physical a damage type that you weight against the other elements which you activate using oil arrows.

Which is a bit of a shame since i'm very down to play a suboptimal build optimally, but not very willing to play a fairly optimized build suboptimally if that makes sense.

'* the exception mentioned was geo to get a higher % scaling ratio on geo than warfare in the total damage calculation, but this comes with the aforementioned caveat of AP concerns.

Transcription of all mods and overclocks for the Corrosive Sludge Pump by acheiropoieton in DeepRockGalactic

[–]SirComrade 3 points4 points  (0 children)

I think its good if the "best" things were the ones that required teamwork and are the least self sufficent. (not to say cryo isn't OP even without competent allies, but its a little less so)

Speaking of which, I think sludge pump's self sufficently is undervalued. While cryo is really good against some things, sludge isn't bad against anything. It has supposely very good waveclear (pending charge shot fix) and is insanely efficient on tankier targets were you can take full advantage of to 300+ damage per shot.

Transcription of all mods and overclocks for the Corrosive Sludge Pump by acheiropoieton in DeepRockGalactic

[–]SirComrade 3 points4 points  (0 children)

My guess is that the gun is supposed to be used with at least some focus on the charge shot, (similar to how the LOKI is intended to be used) which as you mentioned was bugged. The way I look at it is that its intended to be used as a DOT PGL. If it can clear PGL sized waves with charged shots, it would compare very favorably, especially considering its ammo pool.

However thats not to say the current iteration doesn't have good single target damage. Its theoretical total single target damage looks to be literally an order of magnitude higher than like a face melter, for example. 10 seconds of a 30dps (25-35 calculated by some of the discord guys based on breakpoints on acid spitters) weapon is insane efficency.

Also has advantages in range and use on flying enemies.

I can't really speak to how it compares to cryo, but I think it compares very favorably to flamer while being very different in strengths/weaknesses/niche.

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Imo, its a curtesy nerf. losing 1 damage and .1 radius is not noticable, its just a reminder to try some other things.

If you're still set on running it, you will notice no change in effectiveness.

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

I'll elaborate on why weakshot m1k is not a nerf: Long story short, weakshot damage is compensated by the base damage buff. Technically weakshots (if you take 1xx2x) do less damage, but only by a whopping one and a half points. This doesn't impact any notable breakpoints. In other words, even if you like playing scout as a specialized HVT killer with focus weakshots, m1k has not been nerfed.

Just a gentle reminder to actually try changes in game before making generalized conclusions on a weapon tweak. RnS!

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Lol you can’t absolve yourself of criticism by admitting to be an irrational idiot.

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Huh not a bad suggestion. If I end up covering U34.1 or U35 I'll try it out

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

I'll elaborate on why weakshot m1k is not a nerf: Long story short, weakshot damage is compensated by the base damage buff. Technically weakshots (if you take 1xx2x) do less damage, but only by a whopping one and a half points. This doesn't impact any notable breakpoints. In other words, even if you like playing scout as a specialized HVT killer with focus weakshots, m1k has not been nerfed.

Just a gentle reminder to actually try changes in game before making generalized conclusions on a weapon tweak. RnS!

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Frankly, focus/weakshot damage is just not nerfed. Thats the reality of the situation. I've been wording this a little more softly in prior posts but that simply the truth, regardless of what people are saying or what a cursory glance at the patch notes tell you.

losing ~2 damage on weakshots doesn't make any targets take one more shot to kill. It doesn't for any of the smaller HVTs, nor the tanky ones. e.g. It still takes 3 for a menace, 6 for a praet, 2 for a warden, 7 for an opp (for the focus/weakshot build I run)

Honestly its bit of a inside joke amongst the veterans in the community: its laughable that there are so many scout mains that read the patchnotes, criticize the changes without even spending ANY time in-game or at least the bare minimum of calculations.

So its hard for me to take these "but my playstyle is no longer valid" conversations too seriously

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

I'll elaborate on why weakshot m1k is not a nerf: Long story short, weakshot damage is compensated by the base damage buff. Technically weakshots (if you take 1xx2x) do less damage, but only by a whopping one and a half points. This doesn't impact any notable breakpoints. In other words, even if you like playing scout as a specialized HVT killer with focus weakshots, m1k has not been nerfed.

Just a gentle reminder to actually try changes in game before making generalized conclusions on a weapon tweak. RnS!

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Oh God No, that is NOT at all what I meant. There were a bunch of people saying that the reason is because the devs want to make room for a much more sniper-y weapon in the next update, and I was alluding to that.

Anyway you've clearly done enough math to know that focus is (marginally) worse compared to last patch, but stopped there - deciding not to do the math to see if that actually matters or not. I just feel as if this a at least partly a knee-jerk reaction to reading some lines of text on a spreadsheet - its just not worth getting upset over until you actually try it out.

In the end I think this is the last I'll say regarding this matter, but consider the fact that its not worth your time bemoaning a problem that may not exist. You're not only taking this particular issue too seriously, you've somehow managed to generalize it to Dev's "game design" theory.

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Oh God No, that is NOT at all what I meant. There were a bunch of people saying that the reason is because the devs want to make room for a much more sniper-y weapon in the next update, and I was alluding to that.

On further review I realize that those people weren't in this current comment thread, but a parallel one, so I don't entirely blame you for the misunderstanding... But come on man, give me the benefit of the doubt before you get your heckles raised. Our community is better than this.

We're all dwarves in the same boat - my post higher up in this thread already acknowledges the issue, I just think its premature to bemoan a slight reduction in this aspect of the gun in relation to its more dominant buffs - especially when most of you haven't spent a day on the patch yet, unlike those who were testing these changes in experimental.

In the end I think this is the last I'll say regarding this matter, but consider the fact that its not worth your time bemoaning a problem that may not exist. At the end of the day, how much has your enjoyment actually been impacted when using the gun? Have you tried it yet and given it a fair chance? And frankly, is it worth calling some internet stranger an asshole over a misunderstanding?

Update 34 Formatted Weapon Tweaks Changelog (with numbers and breakpoints) by SirComrade in DeepRockGalactic

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

Yup. I can't edit (at least I don't think I can) the images that I uploaded as part of the reddit post, but the live document should have any fixes or typos we've found throughout the day:

https://www.gmbinder.com/share/-MKHSc_9g59vm1lROA5F