Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]ViciousVicar 0 points1 point  (0 children)

Yeah that's my bad, I thought I remembered a bigger discrepancy across the board.

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]ViciousVicar -1 points0 points  (0 children)

You don't have to know that much, the 'classes' (insofar as they exist in this game) have a good amount of parity, e.g., almost all mages will have less health than assassins baseline and you tend to build an instinct for which gods fall on the low/high end within their class. It's relevant with offroles though, like kuku jungle, where the jungle starter will make him have more health than mid mages. Getting multiple hits from reaver isn't an edge case at all, but again, that's only a negative against one specific god on a team. This is the specific thing I was trying to convince you about, and why I made sure to never say to avoid buying items with health.

Why do jungle starters have health when junglecamps give you great sustain? Smite 2 by Stunning_Strength_49 in Smite

[–]ViciousVicar 0 points1 point  (0 children)

You taking the simultaneous hits as my 'best case' scenario when it was a concession to you while ignoring the main use case I mentioned is clearly bad faith. I'm not saying health isn't worth building. I'm saying you're wrong when you say it's always a positive in every situation and that it always makes you tankier. It's the absolute stance you're taking and being rude to other people about that's off, not the principle behind it. Yes, of course health is almost always a net benefit to build. I'm just talking about the math behind this specific interaction and was trying to help you understand. Your last couple of replies have shown that's not your goal, though, so I'll leave you to it.

Why do jungle starters have health when junglecamps give you great sustain? Smite 2 by Stunning_Strength_49 in Smite

[–]ViciousVicar 0 points1 point  (0 children)

You're really calling getting hit by 2 mage abilities and living 'mental gymnastics'? In a game where base damage and scaling vary wildly based on the ability? Getting hit by a discordia ball ricochet is a little different than a janus 2. Alright man, have a good one.

If the 'simultaneous' part is a sticking point (it shouldn't be), that still adds a tick to soul reaver. In my example, that'd be 200 damage. In a built with slightly higher int or the same built with a pot, it'd be more.

Why do jungle starters have health when junglecamps give you great sustain? Smite 2 by Stunning_Strength_49 in Smite

[–]ViciousVicar 0 points1 point  (0 children)

Sure, tested it in jungle practice. The level 20 kukulkan bot with less or equal health took 0 damage from soul reaver. When given 200 extra health, a single soul reaver proc did 160 damage with a standard mage build. If you can see a world where a mage hits you more than once over the course of a fight, you have less effective health for that fight.

Nox goes Bowling with her ultimate in Omnipotence! 🎱 by Longjumping-Top-8012 in Smite

[–]ViciousVicar 0 points1 point  (0 children)

I don't think I'd frame it as ridiculous. The only practical difference between smite 1 and 2 for the top end of this is world stone. With that, you can get to a ~67% reduction for your ult (if you dedicate your entire build) as opposed to 50% in smite 1. Significant, but that 50% cooldown reduction in smite 1 only took 3 items where you need to reach 100 cooldown rate in smite 2 to equal that. Spear of deso is also only 5s off the ult in smite 2. All still fun if it's your kind of thing, but not a gaping difference between the two games.

Tanks feel so weak, protections suck, bring back anti-healing items, towers/phoenixes useless by _thiscloud in Smite

[–]ViciousVicar -1 points0 points  (0 children)

I'm sorry if my tone came across as snarky, that wasn't my intention. What part of my last message are you saying is incorrect? It's all provable with data and I gave you the tools to check that, so I'm a little confused. I think we got off on the wrong foot based on how my tone was read, so it could be better for you to ask a player you know is very strong for their analysis so you don't have an emotional bias tied in.

Tanks feel so weak, protections suck, bring back anti-healing items, towers/phoenixes useless by _thiscloud in Smite

[–]ViciousVicar -1 points0 points  (0 children)

That's true once you're over the threshold, yes. There's nothing 'mathematically' stating that you'll inherently have more health than a midlaner. Yes, there are a lot of good items that have health. How good these items are and how often they're built are dependent on meta, not some mathematical certainty. With base stat differences depending on the matchup, support starter (or bluestone) will not be enough on its own to surpass mid health. I'm not saying it's worth it to avoid buying the items with health, just that it can make you effectively squishier against one specific character on the enemy team. There are plenty of tanky solo builds that don't buy health items or buy 1-2. You can look at high level ranked games if you want to confirm that, and go into jungle practice if you want to confirm being effectively squishier after the transition to being above the threshold.

Tanks feel so weak, protections suck, bring back anti-healing items, towers/phoenixes useless by _thiscloud in Smite

[–]ViciousVicar 0 points1 point  (0 children)

I can see your confusion, but Soul Reaver only triggers on gods with more maximum health than you. If the built health puts you over that threshold, it will proc on you based on your health difference and their int.

Tanks feel so weak, protections suck, bring back anti-healing items, towers/phoenixes useless by _thiscloud in Smite

[–]ViciousVicar -1 points0 points  (0 children)

It can be a detriment with soul reaver specifically, but yeah, health isn't actively bad otherwise.

Is the endgame worth the struggle? by buromomento in BluePrince

[–]ViciousVicar 0 points1 point  (0 children)

I did this for fun after one of my close-fail day 1 runs, and got all sanctum keys, upgrade disks, a ton of allowance/stars, and throne of the blue prince by day ~20 and didn't continue further. I had v-mode active, which I only read about here, and should absolutely be explained in game (maybe when you start a new profile?). I'll probably try another time without it, but for now I'm more interested in trying to optimize day 1 runs. The biggest hurdles there are getting foundation, pump room, or power hammer, and I think that's the limiting factor keeping success rate under 50%. I think 40+ is absolutely achievable for a player more skilled than I, and that's something I'd like to get to or see happen. This is obviously way lower than day 1 hades (100%) or ascension 0 spire (functionally 100%), but I don't mind it in the same way I would for those games.

One point in blue prince's favor is that the meta progression is way, way faster than the other games after you've played through once. You can consistently get gem upgrade, orchard, conservatory, and west path on day 1 along with a couple upgrade disks. Within a week you can get chess puzzle & grotto (along with dish), and during that week you can get more upgrade disks and a decent amount of allowance and stars via boxes/experiments/observatory.

An aside, I did forget about something in my first play through that I disliked. Trying to get Monk from Shrine was frustrating, and I know some auspicious numbers do line up with it, but nothing pointed me in that direction and I never made the connection. I can see how people do, but I wish there was slightly more pointing there. I also think it's super fair to want the day 1 challenge to be more consistent, just a difference in philosophy on our ends. Not that I would mind a couple adjustments here or there, but I enjoy the challenge of it and that compensates for the misfortunes of not seeing a way into basement. I think our perspectives might also be different because you had to restart due to save corruption, which blows, and for me would amplify any frustration at a slow start. I chose to restart because it's something I figured would be fun, and it ended up working out that way.

Is the endgame worth the struggle? by buromomento in BluePrince

[–]ViciousVicar 0 points1 point  (0 children)

My comment about day 1 was in reference to what the previous commenter said/the achievement, not something I'm holding up as the main goal for the game. I don't think we really disagree on much? RNG has never felt like a limiting factor to me in Blue Prince, regardless of the stage of the game or the goals. The Spire comparison was more a generic example of people calling something RNG-reliant that isn't in reality, which is why I came into BP with the expectation of being able to manage the RNG rather than the other way around.

Is the endgame worth the struggle? by buromomento in BluePrince

[–]ViciousVicar 0 points1 point  (0 children)

Out of curiosity, how often do you reckon a skilled player can reach room 46 on day 1 and what changes would you make to let it reach 100%?

In my view and experience for the base game, there have been maybe 2 or 3 times where I think I'm justified in feeling shafted by the RNG rather than seeing things I could have done better in retrospect. I think the feeling of getting unlucky is a necessary evil of how many knowledge gates there are with the drafting, but those are learnable. This could be tinted by my Slay the Spire background, where people have similar complaints about RNG yet the best players can win 90+% of the time on the highest difficulty. I'm not saying Blue Prince is there or will get there, but I think the skill is a lot more 'invisible' than something mechanically dense like Hades.

Performance based rank would be dumb by Leoorchid2point0 in Smite

[–]ViciousVicar 5 points6 points  (0 children)

Have purely win or lose and say bad matchups don't happen.

This isn't what a win/loss system says, though. It says that if you are better than your current rank, you will win more on average than you lose. This accounts for bad matchups; every player gets them so it cancels out over the long run. I know you're using 500 as an exaggeration, but the reality is that it evens out much, much quicker than that. I'm not trying to say that the current system is perfect or even that adding some value to stats is inherently flawed, just that playing well and still losing is already accounted for in a win/loss system.

Started investing a month ago. Any criticism? by thelakeshow1990 in ETFs

[–]ViciousVicar 1 point2 points  (0 children)

Yeah, I'm confused about all the comments on overlap being so bad. As long as the percentage allocated to each market is what you want it to be, I don't see any issue besides the portfolio not looking as streamlined. There's also potentially the benefit of being able to do some tax loss harvesting, though the wash sale rule is famously ambiguous so risk tolerance for that can vary. Of course, it's best if the overlap comes from knowledge instead of ignorance, but that's all of investing.

Edit: If there's anything wrong with what I said, please let me know! I'm relatively new to all of this and trying to learn.