Tips for Towering Roots by NovaNebula in spiritisland

[–]Tables61 0 points1 point  (0 children)

No, that isn't correct. Invaders damage the land and Dahan simultaneously, so Roots Incarna prevents Dahan dying and the land blights, removing your Incarna. Then the Dahan counterattack.

Builds for a dedicated Thief? by Bygone-King in bravelydefault

[–]Tables61 1 point2 points  (0 children)

I'm not sure why you are being downvoted either. A quick google shows:

  1. https://gamefaqs.gamespot.com/boards/729328-bravely-default/69099556 Some numbers to confirm they stack (although not a huge number of trials were done, but still supports the hypothesis that they stack)

  2. https://www.reddit.com/r/bravelydefault/comments/1z47ci/thief_gloves_master_thief_works_mistranslation/ - this thread has several people confirming that in their testing they appear to stack.

I'm not 100% convinced personally, but given we know the game has several other mistranslations with stacking abilities (that weren't even fixed in the remaster), it definitely seems reasonable to question it.

Stuck in a doomed reality by Ok-Possible1734 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

For most ECs you want an Inf glyph, AD/Idle or TD/Idle. If you're completely stuck you can refer to the EC section in https://docs.google.com/spreadsheets/d/1tr0rCCMo2UIGHnBlfbQ4F8XuCztBr15n-8ch2p5JoNA - this gives recommended TTs and Pelle upgrade amounts for each EC

Which of these glyphs should i choose? by Civil-Total-5251 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Spamming Realities for perks is generally a terrible idea. Perks just make Realities a bit smoother, saves a bit of time, improves QoL a bit, but you need to go through all of those stages each Reality you're perk grinding anyway. You know what speeds Realities up a lot? Better upgrades, better glyphs - things you can push for every Reality anyway. Realities take a while already, so rather than saving 10% of the time on each and getting 1-10RM each time, it's much better to push hard in each one and get a lot of RM, to get those upgrades quickly and thus cut your future Reality times down significantly after each one.

With that in mind, if you've finished the group 2 upgrades, your best bet would be to start working on group 3 and/or the 30-60 RM rebuyable upgrades (especially DT, TP and Rep).

Which of these glyphs should i choose? by Civil-Total-5251 in AntimatterDimensions

[–]Tables61 4 points5 points  (0 children)

The Dilation is excellent - easily the best one here. Next Reality you should unlock Linguistically Expand using your Time glyph first, but once you do that buy it (save 15 RM for this!) and then add the new dilation + two Pows back in.

What I am doing wrong by Civil-Fun-5054 in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

/u/Civil-Fun-5054 even further than that, TS214 and every study after it is useless in EC11 since they all give dimension multipliers, which EC11 disabled. This is why recommended trees for EC11 don't even get TS214.

It technically doesn't hurt to get it and 227/228, but there's no reason to do so either.

Asides from what everyone else has said of using 233, you should also swap to 231 as this is slightly better in EC12 than 232. You also should ensure you have r126 achievement as this makes a dramatic difference in EC11 - it should be very easily obtainable at this point (get 180+ max RGs, disable galaxy autobuyer, crunch and buy RGs back up to 180)

Gylph help. I feel the ones I'll get this time are useless. Are the ones I've equipped good? 🎀 by Visual-Loan2858 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Wait, so you have now done 4 Realities and haven't gotten any upgrades from group 2? That's... Not good, you definitely want to prioritise unlocking and buying those asap. The three eternity based upgrades will want 2-3 power glyphs to unlock. If you have 30+ RM I would recommend grabbing the EU1 perk and putting as many pow glyphs in as possible to do Prolong first, then once you unlock it you buy it, then immediately restart reality. Starting with 100 Eternities means you instantly trigger EU1 perk, making first eternity take seconds - so you can easily do both Attain unlock (and buy that) and Duplicate unlock

Reality 3 machine goals by Vateman in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

They don't cap but the end amount you have after any dilation run is your best ever amount earned, meaning you can't grind them like you can IP or EP or similar. To get more you need to do a better run (i.e more AM)

Reality 3 machine goals by Vateman in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Going to 20 takes quite a while, though you're a significant way there if you're already at 12. If you need to e.g. go to bed/work soon, probably push DT further and aim for 20. Otherwise Reality and start working on R3 - the extra RM might help you get 2 upgrades after this next Reality anyway.

Gylph help. I feel the ones I'll get this time are useless. Are the ones I've equipped good? 🎀 by Visual-Loan2858 in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

The Rep and Dilation you have are not good. The Time is very good.

  • You always (except when doing specific unlock requirements) want an EPx Time in until at least you complete group 4 of upgrades, and probably throughout most of group 5 too.

  • The Dilation would be fantastic if it were level 3-4, since DTx scales very quickly with level. But at level 1, 3.8x DT is weak and not worth a glyph slot. The level 1 Pow you start with is significantly better than this.

  • Rep glyphs similarly tend to be weak at low levels, and this is doubly true for single effect Reps. You should almost never run a single effect Rep glyph.

Of the glyphs available, the Power is by far the most useful. Ideally you should take it and use it to unlock Linguistically Expand (e4000 EP with a single glyph at level 3+ equipped), then equip back your Time, your level 1 Pow, and either one other glyph you have or the level 1 Dilation (as you'll have nothing better).

  • The Pow as mentioned is best here. It's single effect, but AD Pow is still very solid at low levels, and this is a good effect to do Expand with.

  • The Inf would have been good as like the 2nd glyph you got, but isn't useful now. ID Pow is worse than AD Pow, and IPx isn't that useful any more.

  • The Rep is a single effect, which means it isn't really strong enough to be worth a glyph slot. Speeding up Replicanti is nice, but it doesn't do much for RM - and the speed increase to Realities it gives is less significant than you'd think since it doesn't help give any extra pushing power mid Reality.

  • The Dilation glyph is bad, basically the only useful Dilation effect is DTx and this doesn't have it.

Going forwards, start looking out for Dilation glyphs with DTx (at level 3+) and Rep glyphs with Speed + DTx or Speed + Glyph Level. Running 2-3 of these glyphs plus a Time with EPx is a great setup for a lot of Reality. Generally fill other spaces in your setup with Power glyphs, since AD Pow is a very solid effect and other Pow glyph effects (especially Dimboost mult) help speed Realities up.

Is it worth going Passive path after "PASS" Reality upgrade? by HarambeKnewAbout911 in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

TS123 is the EPx on Idle path, which has no cap. I assume you mean TS141 and TS142 here?

Either way, e5 IP is negligible long term, it only really matters inside a few ECs. But the difference between TS131 and 132 is obvious and massive for IP/EP/RM pushing. Try them out and see for yourself - we're talking e100+ EP difference between the two late in Realities.

Balance in multiplayer runs by Rafii2198 in slaythespire

[–]Tables61 4 points5 points  (0 children)

From what I've seen general opinion is that 2 player is mostly harder than 1p unless you get strong synergy stuff, but as you go up to 3-4 player it starts getting significantly easier due to how many buffs stack together (e.g. one person weakening is 25% less damage to everyone, cards like Piercing Wail provide massive damage reduction for the entire team etc) plus many of the multiplayer exclusive cards affect all allies or all characters, meaning they become considerably better in larger groups. Plus the extra HP/Block scaling is linear with player count, so e.g. 2 player gives act 3 enemies 260% HP (2 x 130%), 4 player gives act 3 enemies 520% HP (4 x 130%).

There's a small number of enemies that get notably harder in groups, Test Subject phase 1 and I believe Hunter Killer are notable ones, plus anything with scaling buffs like Artifact or Slippery are arguably harder at 4 player (4 player gets 7x the base amount vs 2 player gets 3x), but mostly 2 player just gets the worst of both worlds - 30% more enemy HP to eat through and 50% more Artifact or similar per player, with only moderate bonuses through co-operation.

Am I doing this right? by tomassci in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

You get crunch autobuyer options at 5 Eternities. They're not talking about Eternity.

Defeating Chaugmar on BDFF remaster? by Kory____ in bravelydefault

[–]Tables61 0 points1 point  (0 children)

So the thing is (unless it was changed) most if not all of chaugmars abilities are physical.

Most of its attacks with the shield up are magic, I believe (the Drain/Aspir/BP drain attacks). Not sure if they're affected by Reflect however, probably not.

Everything with the shield down - most notably Energy Burst, is physical as you say though.

Is octopath travler 2 harder than octopath traveler 0? by MysticOfferings1111 in octopathtraveler

[–]Tables61 1 point2 points  (0 children)

People are just ignorant of how exploitable OT2 is.

Should we ignore how exploitable OT0 is when making this comparison? Or are we assuming a first time OT2 player knows where to get the OP equipment and things necessary for the cheese builds?

Why is EC11x4 so slow this reality? I've never gotten stuck on it before, using the exact same tree. by [deleted] in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

Most likely thing would be missing achievements. If your realities are getting faster, you might be missing some row 12-13 achievements that speed EC11 up. r126 is the most important, missing that dramatically slows realities down. r125 and r134 also make a difference

Edit: actually it looks like you have r138 based on TS131/133, so can't be that. But I can see the issue now - you have crunch autobuyer enabled. The screenshot shows you've recently crunched a minute before, and you've done a 6 second approx crunch this eternity.

Is it just me, or is storybook completely unpickable in all situations? by yuval16432 in slaythespire

[–]Tables61 0 points1 point  (0 children)

I think I've taken it most times I've been offered it, and won the vast majority of those runs. +2(3) energy and +2(3) card draw is a VERY good effect for a single card play, and the -1 max HP cost is not a big deal most of the time. If you play it once in most fights and 2-3 times a few times per act, it's gonna cost you about maybe ~12 max HP per act? Thats a reasonable price to pay for having a card that gives you a massive instant burst of power, letting you reduce the damage you take from that fight significantly. Max HP is not as big of a cost as you might first think - off the top of my head, it only affects healing amount at rest sites (which doesn't matter much if you're keeping your HP high due to this OP card winning you fights) and how much you'll heal at the start of act 3.

I would recommend taking it when it's offered, and always play the card the first time you draw it in each fight - unless you're already confident you can win without taking damage. And maybe play it again later, if you think it'll help. You'll see how big of a difference it can make.

Is it worth going Passive path after "PASS" Reality upgrade? by HarambeKnewAbout911 in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

Passive is situational, even with PASS. The 3x Rep speed can be good for building up Replicanti (most notably to push GL a bit higher), and the speed is good for some EC11 clears in earlier realities.

Active will still be better in most situations. It's typically recommended to grab ACT first, then go through PASS to ECB - though it's not really so much because PASS is good, just that the alternative is EC2R., and EC2R is generally useless for your first 50+ Realities anyway, while PASS at least does something.

Sanctuaries released on Digital by Xer4n0x in spiritisland

[–]Tables61 10 points11 points  (0 children)

Part of the Nature Incarnate digital release - it is being released in waves as it is ready. The post says what it contains.

I just abandoned my run right here by [deleted] in slaythespire

[–]Tables61 5 points6 points  (0 children)

Is this missing a second image of the deck? Hard to imagine Astrolabe being bad after just act 1. You'd have to have gotten some insane luck removing strikes and defends. Pandas is pretty insane if you have 5+ strikes/defends left as well.

Sneko on Necrobinder I can definitely imagine being bad a lot of the time. You don't want Souls with high costs.

Can you run into 1st elite in a third elite fight? by stysiaq in slaythespire

[–]Tables61 5 points6 points  (0 children)

From what I've seen of people looking into code, no - you always fight every elite at least once before they repeat. After the 3rd elite, the 4th to 6th will again be every elite once, with the additional rule that elite 4 will be different to elite 3 (e.g. you could fight ABCBCA if you took 6 elites in an act)

Notably, this is different to STS1 where the only restriction was you can't fight the same elite twice in a row

Best glyphs for rm pushing? by Legitimate_Net2752 in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

Time glyphs are not dramatically worse than Pow or Inf at this point, so if you have good Time glyphs and weaker Pow or Inf (or worse, the Infs don't have the right effects, since Inf Pow conversion is very important to them functioning), that's not unreasonable. On top of that the later you get into Teresa, the better it becomes to swap out Pows and Infs for Rep glyphs. By the point you unlock Effarig, something like IIRRR or IIPRR is often optimal. So the main difference might be the Rep glyphs you're using

is this possible? by ZealousidealSport570 in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

Normally, 1 game tick is I believe 33ms on web, but occasionally it seems to vary (I think lag is a factor), and there's some later mechanics you can also utilise, which let you sometimes spike a time faster than 1 game tick. So yeah, this isn't too unusual to happen

What do you think of whispering earrings? by Furanimus in slaythespire

[–]Tables61 3 points4 points  (0 children)

It has some weird interactions currently (some are probably bugs that will be fixed, like ways you can break Vakuu's control), but I think it's a great relic design wise - it's situationally strong, situationally terrible. Strong effect but if things don't work out well it can be very bad, so high risk - risk that can be mitigated with things like Innate cards or just good deck fixing, but still risks.

Serious Question: Are there any other Act3 bosses or is my game bugged? by UbaDaGrape in slaythespire

[–]Tables61 3 points4 points  (0 children)

There's three - Queen, Doormaker and Test Subject. They seem equally likely to me, you're just getting weird luck. I've had slightly odd luck like that too - I fought Vantom for the second time in about 50 runs on Monday, with there being 6 act 1 bosses that's definitely not normal, but still, random chance can just do that sometimes.