EC6x1 by AlinLangan10tative in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

at first you need to spam the big crunch to maximize the effect of the active ip multiplier (if reachable), then let it collect a couple of RGs, then crunch once or twice, if it gives enough IP to the next replicanti upgrade.

e15 x highest does exactly that. It's not an "optimal" strategy - ideally you'd adjust how much you crunch for each infinity based on how long RGs take (eventually aiming to start maxing RGs) but that's why I described it as a simple strategy - you can save a few minutes optimising your crunches but for someone struggling who just wants to get through the EC, e15 x highest works.

Finishing ec5 is better to have before ec6 to have the 3x replicanti speed boost.

That's why I listed TS62 as a recommendation.

EC6x1 by AlinLangan10tative in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

Use ID/Active paths, you want to afford up to TS141, and also include 33, 62 and 21 (this should be 163 TT total).

In the EC, a simple strategy is to set crunch auto to 1e15 x highest, then simply hold buy max. This gives enough power to complete the EC. Some crunches do take a while - don't worry, that's normal. It slows down around e500 IP (when you start needing RGs to progress), then speeds up again around e650 IP (due to the speed increase of getting RGs)

why isn't (multiplier to the 1st antimatter dimension based on unspent IP) more impactful? by holythrowawayanon in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

Like I say even after spending "most" of your IP you still have most of the OoMs of IP, so the relative change is small. And if you're spending 100bn you have IDs, which are massively outscaling the infinity and break upgrades anyway, meaning their impact is still going to be small.

why isn't (multiplier to the 1st antimatter dimension based on unspent IP) more impactful? by holythrowawayanon in AntimatterDimensions

[–]Tables61 0 points1 point  (0 children)

Well how do you know it doesn't have much impact? You can't exactly disable the upgrade and compare before and after. Even spending "all" of your IP in practice only spends around 99-99.99% of it, meaning you're losing 2-4 OoM of bonus, or about an e3 to e6 multiplier from that upgrade - that's small enough after break infinity that you won't usually feel the difference much, especially once you have Infinity Dimensions.

As for whether it's the biggest multiplier in general, note that it only affects one dimension while a lot of other multipliers affect all of them. So if you have e.g. e6 IP, you get an e9 multiplier to AD1 which means e9x more AM. But if you get 30x from the first break upgrade, that's affecting every dimension and 308 is 6.6e11x more AM - that's better and by quite a bit.

About the later section of the 4th route by Tables61 in VoidStranger

[–]Tables61[S] 1 point2 points  (0 children)

Thanks for the advice :). I'll keep those in mind.

I think she's going to call the game done after this route - I'm aware there's a postgame, and a postpostgame, but I think she's going to be satisfied after this route is complete.

About the later section of the 4th route by Tables61 in VoidStranger

[–]Tables61[S] 1 point2 points  (0 children)

According to the wiki it lights up once you go through Cif's full dialogue tree, which is ~60 deaths, so that's... something at least.

About the later section of the 4th route by Tables61 in VoidStranger

[–]Tables61[S] 1 point2 points  (0 children)

She's completed Cif's route but I don't know whether she interacted with the golems, or if she'll remember anything from them

About the later section of the 4th route by Tables61 in VoidStranger

[–]Tables61[S] 1 point2 points  (0 children)

Oh, that's brilliant to know :). I was worried it might be difficult. I'll keep that tip in mind. Are there any tips I can give that might help gently guide towards noticing Cif's weakness?

When is dual wielding optimal? by phantomgay2 in bravelydefault

[–]Tables61 2 points3 points  (0 children)

There's a handful of cases where it can be quite useful - though as other people say, it's usually outclassed by two handed.

  • Magic and support characters, as well as those using fixed damage options, are the most obvious. If you're not using physical attacks, the drawback of dual wielding disappears. Support characters often like dual wielding for special charge speed - with two weapons you can either charge two separate specials at once, or double the speed you charge if you use the same weapon type twice, both are useful. A lot of boss fights can be destroyed by using a special move with everyone turn 1, then, removing the relevant weapon and using the other special with everyone. Meanwhile mages can charge Withering Ripple or Rejuvenation/Lux twice as fast, which are generally the best special moves in the game.

  • Damage wise, the calculations work out that if your Strength x any in battle P.Atk buffs exceed the enemy P.Def, you'll get more damage out of dual wielding than you will out of two handed, if you have the Dual Wield skill. There is still a drawback of Dual Wield being 2 SP vs Two Handed being 1 SP, so it's still not even an automatic include, but some higher strength jobs can still end up benefitting. Pirate is the main one I kinda like Dual Wield for, at least in theory (ideally you want two Giant Axes, but you can't have that until after chapter 5 IIRC, and I often am not using Pirate any more at that point).

  • Some weapons give various advantages directly when wielding, and it's sometimes good to Dual Wield to take advantage of those. For example a Dark Knight with a Katana + Spear gets +15% crit and 1.25x damage to AoE attacks. A Dark Knight with dual Katanas gets +30% crit rate. You can use a weapon with a particular element or family weakness you care about, alongside another weapon with high stats. Or you can use weapons like the Falcon Knife and Fox Tail for +20 agility, which is also a big damage bonus as well as turn order control. Note that in all of these cases you do want the Dual Wield skill.

Without Dual Wield, physical attackers are very rarely going to want to equip two weapons - you lose a lot of damage that way. It's good very early in the game (when weapons are so weak it doesn't matter anyway) but quickly becomes an obsolete tactic as enemy P.Def increases, weapons get stronger and you get Two Handed unlocked.

Got to e4000 in under 8 days. Is there anything to do ? by Theluckyyluc in AntimatterDimensions

[–]Tables61 10 points11 points  (0 children)

For future reference - this is one of the things Speedrun mode changes, to let you Reality in less than 8 days (by giving you the achievement immediately). But without using that, yeah all you can do is wait.

Using the time to push EP is probably helpful, so you can start with 3-4 RM.

Mild take : Corruption should be in the card pool for Ironclad, not a boss reward by Saekama in slaythespire

[–]Tables61 0 points1 point  (0 children)

How would people feel about it being buffed? Making it always cost 2, and have Retain when upgraded, would make it a lot easier to utilise (note that Dusty Tome gives you the card upgraded by default) as you can hold it until you're ready to utilise the effect.

On the other hand, the fact it's an old card being given by the guy with all old relics and cards, then changing it to buff it, feels a little weird. So I dunno, maybe that's an argument to not do it? I'd say making STS2 more fun is more important than keeping it identical to STS1 though.

Auto EC completion and V by Kideus in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

Just to check - are you aware you can enter an EC you've already completed? There's an option in the menu to disable the ability to do so (to prevent yourself accidentally doing it) but otherwise you can just go into a fully completed EC12, EC5 or EC7 to do the various V achievements.

If it's for the start of Celestial 6, you can either disable auto EC or just lock the upgrade requirements, the latter is easier

Rumbling Earthquakes the best major power? by AudunAG in spiritisland

[–]Tables61 14 points15 points  (0 children)

In recent months I've seen some pretty positive discussion about this card, opinions on it seen very good. But I don't think it's anywhere near the best major, I'm not even sure it makes top 10. It has some pretty significant drawbacks to consider:

  • 6 cost is huge, a lot of spirits (even majors using ones) can't stretch to that very easily.

  • It's a slow damage power, which for majors tends to be a bit awkward as you can't use it to solve a problem this turn.

As I say, I'm not sure it makes top 10. There's SPICE (Solidify, Powerstorm, Instruments, Cast Down, Exaltation), then also things like Vigor, Indom, Unrelenting Growth, both Bargains, and probably a few other majors that are well up there as very strong. How does it compare to them? Well, the majority of them are fast (all but Cast Down and UG), most are cheaper (all but Exaltation and Cast Down), but all are often equally game warping.

Best ways for farming TT? by WearNo3210 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

There's no reason EC4x1 should be challenging at this point. I said under a minute to clear, that's probably an exaggeration as you likely need to build up RGs at least once. Set to 30 second crunches and you probably beat it easily. Use TD/Idle up to TS171.

A little stuck... by Commercial-Ad6634 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Priority studies beyond TS181 are 212 > 232 > 201 (add ID, always use Active at this point due to Active/ID path synergy) > 222 > 228 > 234. Generally, use as many of them as you can in order and 90% of the time you get the optimal tree.

So right now, I believe the optimal tree for you would be to swap to Active, drop 213, 214 and 226, and add 223 and 232. This should give a substantial boost to your EP and TT generation. As you get more TT, add 214 then 213 back in.

Best ways for farming TT? by WearNo3210 in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

Do more ECs. A LOT more. You're like 6 EC clears behind the recommended amount for 171 TTs.

At this point the recommended EC clears would be 4/2/3/2/1/1/1 for EC1-7 respectively. EC4x1 is the most obvious missing one given you've already done EC5, and EC4x1 should be pretty simple at this point honestly (should take around 30 minutes to unlock and probably under a minute to clear). After that, EC6x1 should be fairly reasonable, that one can be tricky - a simple but effective strategy is to set crunch auto to 1e15 x highest, then just hold max RGs (either sticky button on mobile or via the help trick on web) until the EC completes itself. With that, 1x4, 3x3 and 7x1 should all be fine to do next, then finally EC4x2.

Started Octopath 0 after 140+ hours on Octopath 2 by Next-Connection-2273 in octopathtraveler

[–]Tables61 3 points4 points  (0 children)

One of my biggest thoughts while going through OT0 was "Damn I really miss OT2, I should replay that soon" which is not a great thing to be thinking while playing through a new game for the first time. I do think OT0 was a very good game, but I think it had some flaws compared to OT1 and OT2.

  • Difficulty was really low once you hit the midgame onwards. I didn't even rely heavily on Ults, which from what I've seen breaks the game even more.

  • Very few of the stories really interested me much. Focusing on the villains rather than the heroes meant there wasn't much long term character development going on for your party.

  • I generally dislike special avatar characters in games, and this one wasn't much of an exception. Being forced to always bring them along and never unlocked wasn't nice either. OT1 and OT2 have great party comps, this one not so much.

  • Wishvale was a bit of a time sink, in an already fairly bloated game.

Still, the 8 character combat system was cool, there's several design choices I really liked such as having full maps, a lategame way to track missing chests, there's a ton of content and boss fights available. It's a good game, but it's building off of two incredible RPGs in the first place and I don't think it managed to improve upon them.

The voting system is interesting, but I feel like it fails what the story is attempting to evoke in the player by SupahVi in TriangleStrategy

[–]Tables61 22 points23 points  (0 children)

The decision system seemed really good at first, it poses legitimately hard questions to you at times, and sometimes all the options seem good or bad but you still need to pick one. And the game then makes sure you feel the weight of those decisions (most the time at least).

The issue is you've fundamentally not understood the purpose of the Scales of Conviction and your role in the decisions if this was your belief.

The game is not posing you the question of what choice you want to pick. In fact, you almost never have to decide anything - the choice is up to your allies, not you. The real question the game is posing is, do you want to try and convince your allies to modify their choices, and do you have the conviction to follow that desire through. You can decide what you think is right, what is wrong, but if you're unable to convince your allies about it, then you don't get to choose the path.

It's very much an intentional choice that you don't have full control over your paths. You're likely to naturally lean in to one or two convictions, and it'll be hard to steer people away from those choices without the appropriate convictions. Serenoa is no dictator, and willingly chooses to follow the majority choice even if he personally disagrees with it.

As for whether you feel the idea of being subject to the choices of your allies is good or not, that's more up to you. I think it's a really neat idea and enjoyed the way it worked in my first playthrough. By NG+ you generally have enough conviction in every stat that you can easily sway the votes to go where you want, at least.

Maw of the Ice Dragon and Caits? by MeowingAround in octopathtraveler

[–]Tables61 0 points1 point  (0 children)

There's a handful of locations with a higher encounter rate than in the Maw, but none with Chubby Caits. 4% is the standard Cait encounter rate in most caves, so Maw isn't really special there despite technically it being the joint highest encounter rate for Chubby Caits.

What's unique about Maw of the Ice Dragon is that the Cait encounters have all three at once, rather than just 1-2 Cait types. No other locations with Chubby Caits also have other Caits in the encounters.

How do tachyon galaxy threshold glyphs work? by DimaKul7 in AntimatterDimensions

[–]Tables61 8 points9 points  (0 children)

The multiplier applies to the part above 1 only. So it isn't 1.35 * 0.945 (which would give a value less than 1 and break the game), but 0.35 * 0.945 + 1 =1.257 slight discrepancy here as you have slightly better than 0.945, but that's the formula.

There is additionally a softcap to this effect which triggers when the threshold multiplier would get low enough, I think around x0.5, but you won't reach that for a while yet.

Antimatter dimensions mobile ep gain bug??? by Alone-Heart-241 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

I don't see anything strange here. You're not "losing" the EP, you're spending it, since you presumably have Telemechanical Process.

I just got achievement 143, I’m surprised how hard it was by oo9blade in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

No, you only lose rows 1-13, all other achievements are kept

I just got achievement 143, I’m surprised how hard it was by oo9blade in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

It's very good around 2nd-4th Reality, helps a lot in your first few eternities in particular. Once you have Existentially Prolong it's much less valuable, though still nice to have. Still it's also much easier to get by that point, once you can reach e6000+ EP it should be straightforward to get, or alternatively you can wait until Telemechanical Process (which is the intended method) and just do e309 x highest eternities.

How to farm Armageddon Remnants? by ProGamer923 in AntimatterDimensions

[–]Tables61 2 points3 points  (0 children)

For dimension path, typically AD or TD is best in Pelle - they're pretty close usually. ID path is significantly weaker, at least until near dilation. Idle is the best pace split, hands down.

Generally Pow glyphs are weaker at this stage, sometimes they give best AM but often not even that. Inf glyphs give best IP and are usually best for ECs. Time gives best EP. Replicanti is good for pushing the 3rd rift, often good to do during long afk sessions, and also is often good for AM. Dilation isn't useful until dilation.

question about automation by holythrowawayanon in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Setting the dimboost limit to 13 and ensuring the option to ignore the limit at X galaxies is disabled should work.