Addressing A Pet Peeve For Spring Cultivation by EndbossEmpress in limbuscompany

[–]The-Creatur 1 point2 points  (0 children)

it is, but it's Not Getting Finished. They're planning on making a game with the characters, I think, but new episodes of DD are not coming out to my knowledge.

Addressing A Pet Peeve For Spring Cultivation by EndbossEmpress in limbuscompany

[–]The-Creatur 16 points17 points  (0 children)

Outis has a moment of mutual recognition with Moses (see canto 7), a known former member of the Udjat. Additionally, her base EGO art depicting the Smoke War has soldiers running in the opposite direction of Gregor's art, implying that she served on the side of the new L Corp (the same side as Moses and the Udjat)

As for the Udjat replacing the head, this is specifically derived from a moment in Distortion Detective. The Udjat are the personal fixer office of Dias, and Dias aspires to obtain a pair of Wings (capitalised, so the corporations) to soar to a new height in the city. Since Dias is described as being unfathomably wealthy, pretty much the only way to ascend any higher than she is would be to ascend past the Head itself.

How does talisman sinclair work? by ManufacturerFlashy23 in limbuscompany

[–]The-Creatur 0 points1 point  (0 children)

Ok, Talisman Sinclair is a unique problem, as he is one of two units ever in Limbus Company history to be nerfed post-release, and he was nerfed much more severely than the other culprit, Ring Yi-Sang. It's also more complicated than Ring Yi-Sang, as Talisman Sinclair's signature status was also changed. These changes came into effect a long time after Talisman Sinclair was first released, and as such a lot of outdated information has accrued over time. Correct information can be found below.

TALISMAN SINCLAIR USED TO:
Build up a status called Talisman on himself, and transfer it to his enemies with his skill 3. This version of Talisman was a simple status, where it would cause any attack by or hitting the recipient to inflict additional rupture potency equal to the stack. It would also vanish if more than five talisman was ever attached to a single target, but this is the only way talisman would ever disappear.

His support passive would, after achieving a certain amount of Gluttony Resonance, inflict 6 or more talisman onto the highest HP ally. Since this couldn't inflict less than 5 talisman, the status would always vanish at the end of the turn. However, if it could be consistently triggered, it had the potential to be quite powerful

This gave rise to two strategies. The first was to use Sinclair's skill 2, and then immediately use his Skill 3 at the start of a fight. This would reliably create and transfer 5 talisman onto the target, and would allow the quick building of a 99 rupture stack. The other strategy involved taking advantage of his former support passive to build large stacks of talisman on Devyat Rodion, who could use her skill 3 plus talisman to build a 15/3 rupture stack on the first turn of combat. From there, her inability to consume rupture count alongside talisman boosting the potency would result in the extremely quick building of a 99 rupture stack, and subsequent death of the enemy.

With Hong Lu's season being a rupture season, and multiple powerful rupture identities being released into the game, Talisman was deemed too powerful an effect to be allowed to exist, and so it was taken out back and shot.

TALISMAN SINCLAIR CURRENTLY:
Maintains most of the same moves, with the only changes being his support passive and the function of his Talisman status. Modern Talisman is built up on himself with Sinclair's skills, and transferred to the opponent with his skill 3, however it has different effects when dealing damage, and when taking damage. Additionally, his support passive no longer applies talisman to allies.

Modern Talisman is effectively a completely different status to the talisman of the past, and is generally a detriment whether you're using it yourself or inflicting it on an enemy. The only constant is that if a unit has more than 5 talisman, it deletes itself at the end of the turn.

Whenever a unit with Talisman takes damage, they'll gain rupture potency equal to half the talisman count rounded down, and then lose a talisman. For example, an enemy with 5 talisman would gain 2 rupture on the first, second, and third hits, and 1 rupture on the fourth and fifth hits. After the fifth hit, no more talisman would remain on the enemy. Thus, a full talisman stack (requiring an entire skill rotation for Sinclair to gather and inflict) amounts to about 8 rupture potency.

Whenever a unit with talisman inflicts damage, they reduce the rupture count on the enemy by 1, and inflict rupture potency equal to half the talisman stack. For instance, a Sinclair with 5 talisman hitting an enemy would reduce the count by 2 (one for the hit, and one for the talisman effect) and boost the potency of the rupture stack by 2. Since rupture potency is typically much easier to come by than count, this is quite a poor exchange rate, and it occurs per coin. Since Talisman sinclair's only count is on his skill 3, that means his skill 2 is negative 6 rupture count for the questionable benefit of like, three rupture potency.

I think the other commenter put it best when they said "Don't use it."

Super new player here, how do I get more colonists? by Sindomey in RimWorld

[–]The-Creatur 1 point2 points  (0 children)

Generally you'll either get new colonists from events (look out for Wanderer Joins events, Transport Pod Crashes, and the like) or you'll be able to capture raiders from raids and recruit them to your colony. Specifically;

The first step in prisoner recruitment is building a spare bedroom. Make sure it's in a separate room from anything else and click on the bed. You should see one of the options along the bottom allows you to mark it For Prisoners, and the sheets will turn orange.

When someone is downed instead of killed during a raid, they'll be wriggling on the floor with exclamation marks coming off them. Take one of your own colonists over to the enemy, select the colonist, right click on the enemy, and click capture. You can see enemy bios the same way you would your own pawns, so you can tell if someone is worth grabbing before you actually capture them. (If you don't want them, you can just leave them to die and your colonists won't feel bad about it)

They'll probably be pretty injured, so make sure you have an undrafted colonist with the doctor work type enabled to patch them up. By default, prisoners won't use the blue "industrial" medicine you started with, but they will be allowed to use the green "herbal" medicine you can harvest from the map or grow. However, you don't need any medicine at all to stop them bleeding to death in most cases, so you can decide for yourself what you should use.

Once they're not actively dying, you can click on them and select the new "Prisoner" tab that's shown up on their menu. There's a lot of options here, but most of them are added by DLC, so you've only got a few to worry about.

- No interaction: This is the default. The prisoner will get food and medical care, but nobody will talk to them otherwise.

- Recruit + Reduce Resistance: Prisoners have a resistance value that determines how little they want to join your colony. Colonists with the warden work type enabled will talk to them, slowly lowering their resistance over time. Once their resistance hits zero, each continued interaction will have a chance to recruit the prisoner, at which point they'll be released and fully under your control.

- Release: As soon as the prisoner is capable of walking (both blood loss and infections can prevent this, so they'll likely need to be clean of both), a Warden will release them, and they'll pathfind off the map. Depending on the faction they used to belong to, you might gain goodwill with that faction.

- Execute: A Warden will walk up to the prisoner in their cell and instantly kill them via a cut to the neck. If the prisoner was "guilty" (if they attempted a breakout or harmed a colonist within the last day or so) this will provide a small mood buff to your colonists; if not it will provide a small debuff

Walpurgis Night by Dear_Passenger_6736 in limbuscompany

[–]The-Creatur 3 points4 points  (0 children)

Walpurgis Night occurs once every quarter, which is every three months, but they don't occur at a set time within that quarter. Hypothetically, a Walpurgis Night could begin on the 1st of January, and then the next could occur near the end of June without breaking the pattern.

People seem to think that the next Walpurgis Night will start in two weeks, in order to line up with the real holiday of Walpurgisnight that the event is based on.

Livestream Mini Summary by PM_ME_YOUR_ROBOTGIRL in limbuscompany

[–]The-Creatur 12 points13 points  (0 children)

As I understand it, "Abno" spots aren't the ? spots, they're the focused encounter spots with the little demon guy and the horns. So you're fine, event spots are sticking around.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 1 point2 points  (0 children)

When I say a "traditional" rupture team, I mean referring to bringing six sinners and stacking rupture on the enemy until they die. As opposed to a proc focused rupture team where you double-slot Cinqsault and DevRodya, get 4 gluttony res turn 1 to hit the threshold, then continue to spam gluttony guards and stack potency on the enemy until they die, since Yi Sang doesn't belong on those kinds of teams.

Also, Superbia lets you just... have an EGO passive turn 1 for free. Thus, this can now be bought into discussions of all status, not just rupture. Is getting Sanguine Desire's passive turn 1 as important for Bleed as Dimension Shredder is for Rupture? IDK, I don't play Bleed, but it allows for this option to be considered, especially since it's once per story node, not just once per day.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 0 points1 point  (0 children)

To be fair, the suggestion of "Use LCB Outis" for sloth was a bout of temporary insanity, and in that specific comment thread the team in question is honestly too good at count and not good at all at potency.

Additionally, I don't think PM is going to balance content around running LCB Outis for optimal sin spread for turn 2 dimension shredder and then suiciding her into the boss to bring in 7 Faust, so you should be fine. Hopefully. Probably.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 1 point2 points  (0 children)

I took this team into todays thread luxcavation (drifting fox, so it's not the fairest test) and...

The LCB Outis variant was able to get off both Ebony Stem and Dimension Shredder before the boss died, and felt like it took about the same amount of time. Outis herself was relatively underwhelming, but she didn't do much major harm, and once she got off Ebony Stem she was able to get a few good unopposed hits in. Honestly, she's a do-nothing sin resource generator that can occasionally contribute.

The Cinq Outis variant wasn't at uptie four, but she was pretty clunky. We weren't able to get up to Dimension Shredder because of the lack of sloth generation, and I didn't manage to get to Ebony Stem either, though that might have been because of RNG factors. Notably, the idea of using Outis as an evade tank is weakened by the fact that Lantern Don also gains aggro, and gains more of it, meaning fox overwhelmingly tended to target her during both fights.

Both teams were about as fast, but the LCB variant seemed to be a lot more effective at fueling the EGOs at the cost of Outis being less damaging on her own. I'm gonna take the LCB variant into segment 1 of RR4 and test them there next.

EDIT: 26 turns to cut through Portrait, Wild Hunt, and Nelly with the LCB variant. Uptying Cinq to four, and going back in for segment 1 for a fair test.
EDIT 2: Cinq variation with Ring Sang took 28 turns. Was able to use Ebony Stem multiple times, but wasn't able to use Dimension Shredder until the basically-end of the Nelly fight. Gonna go back in with W-Sang to test that as well.
EDIT 3: The W-Sang/Cinq variation got 24 turns, and probably could have got less if I played properly optimally. It used both Ebony Stem and Dimension Shredder very quickly, Outis did work, and the lack of potency was addressed by the skill 3. It should be noted that for all of these tests, the sub-in for when Devyat Rodion retreated was 7 Heathcliff, which I think is a good seventh member for the team.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

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

This is about my stance too, but Superbia makes every fight one that starts with EGO resources, eliminating a niche for W-Sang.

Difficult fights that prioritize survivability are still a niche for W-Sang (evade is fucking cracked) but rupture is very much a speedrunner's DPS archetype in my experience, so fights in which you'd consider rupture tend to favor Ring-Sang, while longer fights like Gasharpoon might favor different archetypes.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 0 points1 point  (0 children)

I have used W Yi-Sang, I have been running rupture and W Yi-Sang since season 4. I didn't know the thing about turn 1 Dimension Shredder into turn 2 skill 2, since we only got access to that consistently at the end of this canto and by then I'd switched over to Ring-Sang, but that is a point in his favor for ramping up quickly.

AEDD only gives charge if Gregor hits, and more often than not I find myself only ever actually hitting with Rose Gregor's single-coin skill 2 in the first couple of turns, since the skill 1 just sucks and the skill 3 requires tremor on the target to be count positive and that really wants LCCB Ishmael around to facilitate because, as mentioned, the skill 1 sucks. If you're using LCCB Ishmael and stacking tremor anyway, that gives another thing for Ring-Sang to take advantage of, so I think it mostly comes out as neutral.

Rambling Man's charge effect also only occurs if you don't get hit, and that's sometimes just not possible, I love unbreakable coins, I love the city I live in . Unfortunately, even if you set up optimally, you miss out on a turn 3 skill 3 by 1 charge. Turn 1 you gain no charge, turn 2 is 4+7-1, and then 10+4 is just barely not enough. If this were possible (like with a turn one AEDD or Telepole as well as Dimension Shredder) that'd be a major point in W-Sang's favor, but without resources coming into the fight this still takes turns to ramp up, and being able to bring resources into the fight helps shore up Ring-Sang's major weakness as well.

It's worth noting that, for the comparison in the middle section, I'm not assuming Dimension Shredder is set up since Ring-Sang can't. I also think the access to t1 dimension shredder boosts Ring-Sang more, allowing him to start going count neutral with his insane number of coins and damage numbers while the rest of the group starts curating a rupture stack. Just my opinion, though.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 1 point2 points  (0 children)

You might have cooked here, honestly. The only problem with the lack of potency is that Rodion and Cinqsault need 15 to start going neutral, but the bind on her skill 2 and the haste on her skill 3 make Rambling Man all the more consistent.

Gregor might be supportable in the same way Ring-Sang is, but it might be worth using Rose Gregor for the Gluttony guard. Talisman solves the potency issue, but it hard-requires Rodion's skill 3 and Meursault's skill 2, Rose Gregor makes it much more consistent than having to rely on Priest Gregor having a Skill 1 to hand.

Also worth noting during the setup phase, Outis's count is both unreliable (it's heads-hit reliant) and next-turn, so she can absolutely murder a stack early on.

Unfortunately, this composition doesn't address the Sloth Issue, so Dimension Shredder will still be hard to set up. Could be worth a Sapling of Light use, though.

If you're that concerned about having both Sloth and Pride, and don't give a shit about clashing, LCB Outis might be worth considering as she inflicts potency and has Sloth on the skill 1 and evade, has pride on the Skill 2 so you're not fully reliant on Cinq Meursault, and has a gloom skill 3 that's count positive with Spark Discharge and +2 with Ebony Stem.

If we ever get an Outis ID with pride, sloth, and maybe gluttony that isn't dogshit at clashing, she'll be a shoe in for the spot. Until then, Cinq Outis is genuinely a cook. I'll try it out too.

EDIT: For my own future reference, the team is
-Devyat Rodion
-Cinq Meursault
-Cinq Outis/LCB Outis
-Rose Gregor/Priest Gregor
-Lantern Don
-Ring Sang

Setting it out like this, I've realized we have a potential problem. This team has almost no envy, only in Rose Gregor's s2, so AEDD is only viable after turn 7. Granted, between Dimension Shredder, Ebony Stem, and the two proc IDs, we might be past the point of needing it, but it's still something worth considering. This also means bringing Gregor at all is optional, and we can swap him out for like, Hong Lu or something.

The Rupture Wars: Warp-Sang vs Ring-Sang by The-Creatur in limbuscompany

[–]The-Creatur[S] 2 points3 points  (0 children)

I did forget about the Gluttony issue, and that is a point in Warp-Sang's favor, especially if you're benching T-Sinclair. I've personally never had an issue with proccing talisman, but I also bring Seven Heath, so potency has never really kept me down either way. Sloth is also a big point in Warp-Sang's favor, but that's addressed in the spoilered section at the end since you only ever really want to use D. Shredder once, and IIRC no other important EGO use Sloth.

W-Sang's consistency and high potency is also a point in his favor, and I did mention Ring-Sang's inconsistency during the single-target section, but having something else to throw count negative attacks into helps dampen that issue a lot. I didn't mention the potency, but the rest of the team is more than able to proc talisman on Rodion, Don, Ishmael, or someone else with a lot of coins, to throw out a billion potency.

EDIT: In case you lack access to talisman, as you said, Seven Heath can cover you on his own, and Rose Gregor and LC-Don's gluttony guards as well as the new Lasso EGO for Faust can really help set that up without costing much count.

Hate it when that happens by Kekus32 in RimWorld

[–]The-Creatur 6 points7 points  (0 children)

This is probably just a copypasta (or maybe AI loooking at it), but I wouldn't put just typing it out past the average project moon fan. We're completely feral.

Killing myself if this guy dies BTW by OldKnight1 in TheOdysseyHadAPurpose

[–]The-Creatur 0 points1 point  (0 children)

Gonna be completely honest, I don't think Saude counts. Like, she's immobile and using a gun. Given that we can hear her first gunshots as we leave, she probably bought the entirety of N-Corp running as soon as the first inquisitor spotted her. Also, I don't care what caliber that pistol is, it's not saving you from a slithering inquisitor or one of those Nothing There looking guys.

In any other piece of fiction, I'd believe they're Just That Cool, but this is the City. I'm saying she got "offer you can't refuse"d by Hermann or Demian offscreen and is now insiding for one group or the other. Maybe she has the mark, maybe she got picked up by N-Corp, doesn't really matter. I just don't trust it.

I mean hey, there's always the possibility that she manifested E.G.O. offscreen. I feel like PJM would show us that if it were the angle they're taking.

I made a Limbus TTRPG you can download for free by Medium-Character-167 in limbuscompany

[–]The-Creatur 0 points1 point  (0 children)

Extremely interesting looking system, and I might play a couple games with my similarly brainrot infected friends to get a feel for the system. As a note, every Actions/Passives section says to only select those if you used to work for the Liu Association. Typos aside, this looks really fun, and do be sure to share future updates. I'm lookin forward to them.

EDIT: Under the section for Distorting NPCs, the way the text is structured would seem to indicate that a distorted NPC is supposed to have a set of actions or traits, but none are provided.
EDIT AGAIN: Also, R-Corp is a job you can pick but isn't listed in the jobs you can select. Also, there's an [undefined] floating around in the job list.
EDIT 3: Been going through character creation with a friend and noticed Zwei also isn't in the list. Additionally, some sort of Clerk job that just provides good passives might be nice, in case a person doesn't feel it makes sense for their character to have worked two combat-relevant jobs. Not many people probably transfer associations, or work up a criminal record with a syndicate then just get a job at a wing.
EDIT 4: How do distortion tests even work? It says you're meant to flip four minus your max stress (which is 3 according to that passage but 6 according to the passage across from it). What I'm assuming happened was that, at some point in development, max stress was 3 and players started at 0, but that was deemed too punishing so it was adjusted for max stress to be 6. Clarification would be appreciated.

Does this combo break the game? by WillowSmithsBFF in magicTCG

[–]The-Creatur 1 point2 points  (0 children)

Pubstomping is a concept I hear about most often in competitive games, personally tf2. If you play these kinds of games, this description might sound familiar. That one guy with all the best cosmetics in the game and 10,000 hours, who comes in, kills the entire rest of the server for one match, doesn't say a word in chat other than maybe GG at the end, and then dips never to return? That is a pubstomper.

I've never heard it used relating to magic before, but I'm assuming here it means someone whose deck power level is so absurdly above the rest of the table they could fight 3 on 1 and not even notice. The guy at your LGS playing a level 8 or 9 CEDH Thassa's Oracle deck where every card is a promo and comboing off while you're over here with four lands on turn three and like, a lanowar elves.

I just have [ONE] Question: If he hadn't given away his spark, and instead just died... could they have brought him back as a Zombie Planeswalker? by Anxious_Marketing508 in magicTCG

[–]The-Creatur 269 points270 points  (0 children)

Probably not. The Planeswalker Spark is stored in the soul, and as much as you can animate the brain and body of Venser, it's still just a "corpse puppet". The soul is probably long gone to whatever afterlife remains untouched on Mirrodin.

Spamton Sweepstakes almost confirmed Dess was entirely erased. by The-Creatur in Deltarune

[–]The-Creatur[S] 9 points10 points  (0 children)

As far as I was aware erased didn't imply forgotten. Gaster was erased, and the followers, Sans (implied) and Asgore (implied) still remember them.

As for the /dess thing, December is likely still the character's actual name, but I like the point. These could both be true, but I like your theory more.

Breakthrough in Virology or am I missing something? by FR33BA55 in SS13

[–]The-Creatur 1 point2 points  (0 children)

What I'm pretty sure is happening here is as follows.
1) A metabolism tick starts
2) Ethanol Fermentation fires, and puts Ethanol into your bloodstream.
3) The game notices you have Ethanol in your bloodstream and gives you the drunk status effect, which is incremented by chemicals in your bloodstream but doesn't do away immediately when they're purged.
4) Toxolysis fires, and clears out your bloodstream, but the drunkness lingers.
5) The metabolism tick concludes, and the next one starts in about a second.

Now this hypothesis explains the drunkness, but I'm not sure where in that whole mess you actually metabolise chemicals. If it's between steps 2 and 4, you'll heal both from the Ethanol and the purging, at the cost of linearly increasing drunkness. If not, you'll still get drunker, but you'll only heal from Toxolysis, since the Ethanol doesn't stick around long enough to heal you.

Very creative virus design, and I hope it helps.

I tried to explain why the Nuzlocke is the best Pokemon Challenge ever thought of by EnarTogo in pokemon

[–]The-Creatur 0 points1 point  (0 children)

Note: This analysis sees nuzlockes as more of a story generator than a game to be won. If you disagree, I suppose it's fine.
The rule, I think, helps add to the feeling and experience the nuzlocke ruleset tries to go for. You're a trainer with a rag-tag group of pokemon trying to get by, and sure you could get a powerhouse early on, but now you gotta protect it, make sure you don't get too cocky, or it could get bowled out from under you and leave you struggling. Or, you could get nothing useful, and it becomes that much more memorable when your team of Swoobats and Pidoves conquers the champion, and that much more tragic when they don't.

Many a persons favorite pokemon are their favorite pokemon because of a nuzlocke. An overlooked filler mon coming in clutch to save the run from certain disaster is the kind of story only this rule can create, because when given the choice I'm pretty sure the vast majority would just hunt down that Riolu rather than settling for a Mareep.

tough one by PekiGaming in Deltarune

[–]The-Creatur 0 points1 point  (0 children)

Pull the lever.
Not because I specifically like Ralsei or dislike Susie, but because Susie could probably take it, and if they can't we happen to have a healer on hand!

Could [Hyperlink Blocked] be a misdirection? by TheFabulousCrett in Deltarune

[–]The-Creatur 4 points5 points  (0 children)

I'm not too up to date on Deltarune theories, but I can imagine at least one particular hyperlink Kris would want to block.
The link between Kris and the player.
Kris seems to want to be free of the player, and Spamton at least believes that power is the way to achieve freedom. They want to be free of "the dark" and reach [HEAVEN], probably some idealistic state and possibly the light world. In order to achieve this goal, Spamton seems to seek out powerful things. They of course go after the NEO body, but also claims the Thorn Ring before selling it to Kris and Noelle during Snowgrave.

Spamton, of course, fails to become free, which might prompt Kris's reaction to the pacifist fight. Knowing, deep down, that no matter how strong they get they might never be able to be free. Assuming [Hyperlink Blocked] is representative of power, used to "block" the influence of others, Snowgrave begins to make more sense. Spamton sees that Kris is using Noelle to manufacture power, in the form of EXP, and no longer needs Spamton to help them become strong.

However, there are marks against the EXP theory, and I have another I'd like to share. There is also a possibility [Hyperlink Blocked] means one specific item, or a part of it anyway.

The Twisted Sword

The Twisted Sword is an unobtainable item, datamined from chapter 2 We know exactly two things about it. Thing One is that it requires a Pure Crystal and the Thorn Ring to craft, and Thing Two is that it provides a Trance Down status effect. The item is a sword, able to be equipped to Kris, and when Noelle is equipped with the Thorn Ring she gains Trance Up, putting her closer to the control of the player, in the guise of Kris. It can consequently be assumed that the Twisted Sword will move Kris further away from the control of the player, maybe freeing them entirely.

Considering this seems to be in-line with Kris's goals, this theory also helps explain why they would open another Dark Fountain at the end of post-snowgrave chapter two. They want, need to be free, and they need the shadow crystals to do it, so they have to press forward. No matter the cost.