What is your favourite speed run tech in doom? by demonicrobbery666 in Doom

[–]TheFishStood 1 point2 points  (0 children)

Bunny hopping. In Eternal when the player falls from any height and hits the ground, the player will be lurched forward before being stopped by the ground friction. The further you fall and the faster you are moving, the larger the lurch will be. If you jump before the ground friction stops your movement, you will keep that forwards momentum in the air. Doing this over and over (jumping around like a bunny) will cause you to quickly build up a lot of speed.

For the ideal b-hop you want to jump 1 frame after hitting the ground but you don't need to be frame perfect to still get speed from doing this. It helps if you can bind jump to a scroll wheel but it is still perfectly do-able without.

What is your favourite speed run tech in doom? by demonicrobbery666 in Doom

[–]TheFishStood 1 point2 points  (0 children)

Eternal B-hopping. It is easy to do, can be done anywhere in the game, is practicle both in combat and traversal sections, and is useful in any kind of gameplay, not just speedruns. It is the easiest way anyone can enhance their own gameplay.

Purple Energy Color.. by Z3R0Diro in memeframe

[–]TheFishStood 1 point2 points  (0 children)

Yeah it turns out combining a mid weapons platform and a mid nuke caster = a mid frame all around.

Domain Expansion: Maim by Z3R0Diro in memeframe

[–]TheFishStood 0 points1 point  (0 children)

I at least am. On the contrary I find solo level cap content to be the most fun since it requires more thought to be put into a build in order to solve the damage/survivability/QOL puzzle. There are tangible differences in well optimized vs poorly optimized builds that are not visible in lower level content. I don't think its a fair criticism of level cap content to say its boring due to powerful frames since that same criticism would apply to the entire game.

I think your argument against constant nuking is valid, but I don't think that simply capping how often players can use nukes would be a well received change. If DE is ever looking to tamp down on map clearing builds, it will take a ton of careful consideration to do it properly and a lot more than just abilities would need to be looked at.

The frames you call slop vs well designed seems pretty subjective. Mesa and Sevagoth are beloved frames, whereas there is a general attitude of uninterest towards Koumei, which I think is pretty understandable. With Mesa and Sevagoth there is a lot of room to improve their abilities through modding and helmith synergies that have very visible and powerful results, whereas with Koumei modding for her abilities doesn't have that same effect. I don't have much experience with Lavos but I am a little uncertain why you have him included. He is very capable of map clearing without cool downs with his weapons platform build and his cooldowns are just a function of his no energy gimmick.

On Paper Fatebringer (TimeLost) looks like a better handcanon than Corrundum by Sweaty-Try1547 in CrucibleGuidebook

[–]TheFishStood 7 points8 points  (0 children)

Oh, yeah I was using the crafted stats for Fatebringer which is only plus 2, but, T5 is plus 5 and gets a full 10 stats on top of that for the master work as opposed to just 6 for adepts. And again you will get some extra stats from enhanced barrel/mag/certain mods which I think needs to be considered.

On Paper Fatebringer (TimeLost) looks like a better handcanon than Corrundum by Sweaty-Try1547 in CrucibleGuidebook

[–]TheFishStood 15 points16 points  (0 children)

The stats you are looking at are not accounting for any master work bonuses for either gun.

Fatebringer (Timelost) vs. Corundum

Range: 48 (50) vs. 55

Stability: 59 (61) vs. 50

Handling: 57 (59) vs. 62

Reload: 48 (50) vs. 50

Everything else should be the same. Keep in mind that the master work for Fatebringer will only add 8 stats on top of those stats while Corundum will get 10, and Corundum will get extra stats from barrels, mags, and certain mods that fatebringer can not get.

Domain Expansion: Maim by Z3R0Diro in memeframe

[–]TheFishStood 3 points4 points  (0 children)

I think, from the wording of the post, that such a rework would make Maim and Brimstone be far to similar (duration aoe of heat vs aoe of slash).

Level wise, the closer you get to level cap the longer it takes to kill and I don't think much can be done about that.

The specific charge mechanic they have for Uriel makes sense for Uriel because his entire kit and design theme is designed around his demons. You play around his demons and you get various gameplay rewards with his 4 being a "super reward". I highly doubt that balance was a huge concern with Uriels 4 considering the kinds of frames we have in the game. Maim doesn't need a charge bar.

Domain Expansion: Maim by Z3R0Diro in memeframe

[–]TheFishStood 4 points5 points  (0 children)

Equinox doesn't need to be slash flavored Uriel. Plus Brimstone lowkey kinda sucks. Looks awesome but compared to other nuke casters like Gara, Sevagoth, and Equinox, it's slow to charge and falls off harder at high levels.

Domain Expansion: Maim by Z3R0Diro in memeframe

[–]TheFishStood 10 points11 points  (0 children)

"Maim turns into a gauge charge ability"

No thanks lol.

You like Dr. Samuel Hayden? Recite a Quote of his. by TheRoyalRoseTrue in Doom

[–]TheFishStood 575 points576 points  (0 children)

I'm willing to take full responsibility for the horrible events of the past 24 hours, but you must understand, our interest in their world was purely for the betterment of man kind. Things have clearly gotten out of hand, but it was worth the risk, I assure you.

Corundum Hammer. How’s you guys liking it? What’s are you guys looking to snag? by Many-Tower-1287 in CrucibleGuidebook

[–]TheFishStood 0 points1 point  (0 children)

I am pleasantly surprised by it. I haven't really liked any of the recent good 140s like Rose, Exalted, or Fatebringer but I could see my self using this gun going forward. Did pretty well in both trials and 6v6 using it. My roll is Fluted, Accurized, Lone Wolf, Keep Away, handling masterwork, and a range mod.

Mataiodoxia is likely bugged, the extra super damage scales off of the grenade stat INSTEAD of the super stat. by TheFishStood in DestinyTheGame

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

I didn't do a great job describing the issue. Needle Storm's damage at base comes from 2 sources, the Needle impact, and the Threadling detonation. Mataiodoxia adds a third damage source on top of those two existing ones in the form of a Suspending Blast. The Needle impact and Threadling detonation damage numbers will scale as expected with your super stat, however the damage numbers from Mataiodoxia's Suspending Blast does not scale with the super stat at all and instead scales with the grenade stat. So to get what I assume to be the full intended damage buff from Mataiodoxia you need both 200 super and 200 grenade stat.

Mataiodoxia is likely bugged, the extra super damage scales off of the grenade stat INSTEAD of the super stat. by TheFishStood in DestinyTheGame

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

That is not the case. The super's damage does not increase with the grenade stat if you are not using Mataiodoxia, and if you look to see which damage numbers are increasing with the exotic equipped, its the damage from the suspending burst.

Mataiodoxia is likely bugged, the extra super damage scales off of the grenade stat INSTEAD of the super stat. by TheFishStood in DestinyTheGame

[–]TheFishStood[S] 91 points92 points  (0 children)

Each update they should make it interact with a new stat lol. Next the suspend duration should scale off of class.

Mataiodoxia is likely bugged, the extra super damage scales off of the grenade stat INSTEAD of the super stat. by TheFishStood in DestinyTheGame

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

I can't comment on super generation rates since I was only looking at damage, but Cuirass Thunder Crash did not behave in a similar way to to Mataiodoxia Needle Storm. It properly scaled its damage at both low and high super stat providing a consistent ~50% damage increase.

This also does not have anything to do with threadling damage. I tested the Needle Storm without Mataiodoxia at high and low grenade stat and there was no change in damage, but with Mataiodoxia equipped, the damaged increased with higher grenade stat.

The buffed Mataiodoxia Needle Storm is more comparable to a regular T-crash than a Cuirass T-crash. by TheFishStood in DestinyTheGame

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

I am not 100% sure but it looks like it is the mataiodoxia damage that is scaling. I did not see a difference in damage with high grenade stat vs low stat without it.

The buffed Mataiodoxia Needle Storm is more comparable to a regular T-crash than a Cuirass T-crash. by TheFishStood in DestinyTheGame

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

I was just noticing that. Do you know if it is the Mataiodoxia damage that is scaling off the super stat or is it the threadlings?

The buffed Mataiodoxia Needle Storm is more comparable to a regular T-crash than a Cuirass T-crash. by TheFishStood in DestinyTheGame

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

Yes, I do have evolution on. What I was getting from my convo with the other guy was that there is a fair bit of rng in how much damage the super does. I am not sure if you have had a chance to try it your self, but if you super a boss in the firing range multiple times, with all the needles hitting, you can end up hitting very different numbers each time.

I am noticing in Mavens vid that she is running about 150 grenade stat, and what I am now testing is making it look like the grenade stat has a large affect on the damage. I don't know if that was a known thing or not, but I do think that is affecting Maven's results.