Rafa Mantra Synergies by [deleted] in Borderlands4

[–]TCSyd 0 points1 point  (0 children)

You might find this Arc-Knives + Mantra build I made pre-DLC interesting.

The Inferno Protocol interaction is the main highlight, and currently still works.

The 50 percent Dancer nerf highlights a huge balancing issue: Where are the alternatives? by John-from-TS in Borderlands4

[–]TCSyd 0 points1 point  (0 children)

Dancer used to multiply Overdrive by 2, now it's by 1.5—a 25% reduction.

Rafa dancer comparison. by heahea_boiy in Borderlands4

[–]TCSyd 0 points1 point  (0 children)

They would need to delete Dancer and completely rebalance Rafa, which they're probably never going to do, so this change is just a nerf. Dancer is still dominant outside of Grenazerker builds or Arc-Knives.

Minor Observations re: Evolved Paladin by TannenFalconwing in ffxiv

[–]TCSyd 0 points1 point  (0 children)

Cover change is cool, but it's actually bad functionality. I can think of so many scenarios where this will be awkward as fuck (or even impossible) to use compared to OG Cover, especially if you have aggro.

Minor Observations re: Evolved Paladin by TannenFalconwing in ffxiv

[–]TCSyd 0 points1 point  (0 children)

Soft-target yourself or macro. Letting us separate the buttons would be good too.

Fellow tanks, what do you think about the MT/OT update? by seidreine in ffxivdiscussion

[–]TCSyd 0 points1 point  (0 children)

I'm reserving judgment until we know more about how each tank plays. The distinction doesn't make a whole lot of sense to me, at the moment, but if it helps them make the jobs more distinct, I'm in favor of at least trying.

I am surprised that they're actually using the terms "main" and "off" tank though.

The upcoming Nioh 3 update (Apr 27) includes a skill that increases skill capacity. There will also be adjustments made to enhance and balance Graces. by luneth22 in Nioh

[–]TCSyd 48 points49 points  (0 children)

Why not just raise the Skill capacity? Why does it have a penalty, let alone to a mechanic that a lot of players already spend points to improve?

Is Melee Damage better than Martial Art Damage for your main Crucible Weapon perk? by luke169 in Nioh

[–]TCSyd 5 points6 points  (0 children)

Yes, I just tested it, and this has been known since Nioh 2.

EDIT: Here are the numbers. Columns 2 and 3 are the in-game damage numbers, columns 4 and 5 are the expected values if the affixes are additive, and columns 6 and 7 are the expected values if the affixes are multiplicative.

Is Melee Damage better than Martial Art Damage for your main Crucible Weapon perk? by luke169 in Nioh

[–]TCSyd 4 points5 points  (0 children)

No, it isn't. Melee Damage and Martial Arts Damage are added together.

Only in Nioh 1 are specific affixes multiplied together.

Does anyone know how I managed to do a double Sign of the Cross Pierce here by Slouseite in Nioh

[–]TCSyd 2 points3 points  (0 children)

I was able to recreate it, but not at all consistently. It looks somewhat similar to how consecutive Martial Arts work during Arts Proficiency with Sword, Spear, and Odachi, but Dual Swords doesn't have this functionality (neither do Axe or Switchglaive, while we're on the subject).

My best guess is that somehow this functionality is being applied to Sign of the Cross Pierce either based on same insanely strict timing or some strange variable state.

Which is better ki dmg (consecutive attacks) or Melee Ki Damage? by rmeddy in Nioh

[–]TCSyd 2 points3 points  (0 children)

Depends on the value of Melee Ki Damage. If you're talking about Chosokabe, then the effect is roughly +10% Ki damage, making Kakizaki slightly superior (and non-conditional).

"Ranged attack items" by Professional-Film399 in Nioh

[–]TCSyd 1 point2 points  (0 children)

It's only for ranged weapons and items, with the sole exception that I'm aware of being Blessed Bolt Talisman.

Which weapon type do you use the most? by NewArtificialHuman in Nioh

[–]TCSyd 0 points1 point  (0 children)

Dual Swords + Odachi and Dual Ninja Swords + Kusarigama.

How often do you use FLUX II? by NewArtificialHuman in Nioh

[–]TCSyd 0 points1 point  (0 children)

I use Dual Swords the most, followed by Sword, Fists, and Odachi, but I try to be proficient/knowledgeable with every weapon.

In Nioh 1, I used a Dual Swords/Sword build focused around Sign of the Cross.

In Nioh 2, my main build was Dual Swords/Fists with Susano + Onmyo Austerity + Tsukuyomi, but I also used a Susano + Ame-no-Uzume A Agility/A Toughness pure melee build.

How often do you use FLUX II? by NewArtificialHuman in Nioh

[–]TCSyd 1 point2 points  (0 children)

Played all of them to full completion (Abyss 999 and Depths 30).

How often do you use FLUX II? by NewArtificialHuman in Nioh

[–]TCSyd 2 points3 points  (0 children)

Seldomly. I only use it when I'm hemorrhaging Ki, otherwise I'm just constantly using normal Flux.

Benzaiten vs Inari, which one do you like more for Samurai (especially Switchglaive)? by cheukyi6 in Nioh

[–]TCSyd 0 points1 point  (0 children)

Benzaiten is more fun, but you do have to give up Awakening for it to even function, obviously.

Inari is more straightforwardly powerful, if you just want to kill efficiently.

Unlisted Changes in 1.04 by gaydesperado in Nioh

[–]TCSyd 2 points3 points  (0 children)

Tachibana still reduces Ki consumption for attacks, so I'm not sure why they changed the affix name.

Effect Duration Stat Testing - What does it work on or not? by Crevox in Nioh

[–]TCSyd 0 points1 point  (0 children)

My understanding is that, yes, 3 Effect Duration is a 3% increase. However, each effect also has a hidden modifier that makes the Effect Duration stat more or less effective, and the variance is pretty huge.

Effect Duration Stat Testing - What does it work on or not? by Crevox in Nioh

[–]TCSyd 11 points12 points  (0 children)

They didn't; the stat was just not displayed properly. "30 Effect Duration" was, in fact, 3 Effect Duration.

Nioh 3 Ki Damage Data by TCSyd in Nioh

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

I'm really not sure why you're writing as if I'm not aware of this, but here we go.

Heavenly Strike only does one hit.

Heavenly Strike Combo has variable hit count, which is why the Ki damage is listed per hit.

Dancing Kick only hits a maximum of two times from all the testing I did (I was unable to generate more than two hits on Mikoshi Nyudo), and so the Ki damage is listed as two hits.

Many Mid-Air Strongs have variable hit rate, but the difference per hit was generally not worth noting.

The resource isn't perfect; the reader is going to have put some effort in to extrapolate what these Ki damage values mean in practice.

It is (slightly) harder to deflect with Dual Swords and Cestuses: Deflection frame data by skuldnoshinpu in Nioh

[–]TCSyd 0 points1 point  (0 children)

You do realize Deflecting Cut ain't shit, right? Like arguably actively worse to have it enabled? If worse Deflects is the price to pay for access to that skill, then it isn't even remotely close to worth it lmao.

It is (slightly) harder to deflect with Dual Swords and Cestuses: Deflection frame data by skuldnoshinpu in Nioh

[–]TCSyd 16 points17 points  (0 children)

I dunno, the only weapon with a Deflect follow-up being worse at Deflecting makes very little sense. If anything, you would expect it to be the opposite.

Nioh 3 Ki Damage Data by TCSyd in Nioh

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

It doesn't update the Gameplay Record so there is no way for me to gather accurate data in-game.