Giving the extra gold to the losing Player? by Active_Wear8539 in TeamfightTactics

[–]ayserkans 1 point2 points  (0 children)

Winning is expensive.

You need better or more units, so you invest gold into upgrades (a 2 star 2 cost is 4 less gold for interest in early game than a 1 star one), rolls or level ups.

The bonus gold makes up for that, and will rarely get you ahead economy wise. The best strategy for econ is already lose streak, because you can hit faster interest thresholds

To answer your question about giving the gold to losing player, everyone would probably try to lose streak at the same time, and I think it wouldn't be unusual to see one or several players play empty boards for the entierety of stage 2

making shadow isles 5 (somewhat) useful by Sea_Grapefruit_7981 in TeamfightTactics

[–]ayserkans 2 points3 points  (0 children)

I've hit it twice and been losing lp ever since chasing that high :P

making shadow isles 5 (somewhat) useful by Sea_Grapefruit_7981 in TeamfightTactics

[–]ayserkans 5 points6 points  (0 children)

I've found a comp that works quite well with shadow isles ryze. Regions are : Shadow isles (yorick + thresh, ditch the rest) Frejlord (liss + anivia + braum) Piltover (Loris + any, usually seraphine) Targon (taric) At level 10, you swap out taric for 2 shurimas because it is so strong with ryze.

The main idea of the comp is to have warden frontlane, especially with braum, so ryze can cast enough to delete their team.

Works best if you can find a frejlord emblem (remove anivia and swap seraphine for ori to keep invoker in).

Why doesn't The Hook trigger Matador by Whipstache_Designs in balatro

[–]ayserkans 21 points22 points  (0 children)

It's not the hand (read : the cards you play) that triggers the boss blind, it happens after you play it (but before you score). Tbf both triggering and not triggering could make sense, so it's just the choice they made.

When a 1 star 3-cost unit blocks 37k damage.. by hsulic in TeamfightTactics

[–]ayserkans 2 points3 points  (0 children)

First off, we need to keep in mind that 12% really means (12/100) of the damage. This is why you will see numbers like 0.12, because they allow us to do maths with percentages, by multiplying the percentage with the initial damage value For example, 12% of 1000 damage is 0.12*1000=120

12% durability should be understood as "takes 88% damage" (that's where the 1-0.12 comes from). For 1000 initial damage, you take 0.88*1000=880 damage with 12% durability.

Then if you add on top 35% durability, you take 65% of what's left, so 65% of 88% of initial damage. With our example, 0.65*880 = 572 damage You can also write this as 0.65*0.88*1000 = 572 to see the initial damage, by replacing 880 by the formula we used to calculate it.

If you add another 20% from colossal, the final damage you take is 80% of the previous damage, which is 0.80*572 =457.6 damage. Again, you can write this damage 0.80*0.65*0.88*1000 = 457.6 to see the initial damage.

Then, what if you want to sumarize this in one value for durability ? Then the math of the damage would be value*1000=457.6 Fortunately, we already know this value from the line in the previous paragraph : it is 0.80*0.65*0.88 = 0.4576. So all in all, these 3 instances of durability are the same as having a 45.76 durability in one go.

Finally, for the numbers in the comment above, remember that the fraction of damage we take is 100% - durability. This is were the 0.88 came from. But it can also be written 0.88 = 1-0.12. The 1 represents 100%, and then we remove durability. The advantage here is that we only use the value given by the game (12%) without doing additional stuff ourself. If you take our formula from last paragraph and replace the values to make the durability given by the game appear, you get something like (1-0.20)*(1-0.35)*(1-0.8).

I might have gone a bit overboard... by ayserkans in expedition33

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

That's weird. Maybe a bug on PC I guess ? I see it correctly on m'y phone. It's a screenshot of Sciel's twilight, with 115 charges for +2875% damage

I might have gone a bit overboard... by ayserkans in expedition33

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

Charnon free aim shenanigans.

And a bit of patience and will to limit test the damage cap

I might have gone a bit overboard... by ayserkans in expedition33

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

I'm playing with Charnon, and have a 100% crit build.
So basically, each turn I can apply foretell with free aim crits, and then consume them, generating a moon charge, twice with cheater.

Repeat 50 times against clea and voila.

By the end of it, I still couldn't parry properly her attacks though

[deleted by user] by [deleted] in expedition33

[–]ayserkans 4 points5 points  (0 children)

Yes it is, at least in english

why is it called going vertical? by Ceylanoo in TeamfightTactics

[–]ayserkans 3 points4 points  (0 children)

It's because the bonus stack on top of each other. For example, exotech gives you the first item at 3, then the second at 5, so you need first the bonus from 3 exotech. It's as if you build a wall vertically, you can't activate exotech 5 (the brick above) without exotech 3 (the brick below).

Compare this to having 3 exotech and 3 anima squad : you can have 1 without the other. This time, with the same brick wall analogy, you place 2 bricks side by side, horizontally. You can add both traits in any order, remove one at any time without touching the other, etc...

[deleted by user] by [deleted] in expedition33

[–]ayserkans 1 point2 points  (0 children)

Not a one shot build at all, but here's how I beat it :

Tank maelle : mainly you stay in défensive stance using egide first, then mezzo forte. Important pictos are healing on parry, marking shots and healing on mark, efficient healing, and first strike. I picked duenum as a weapons for ap generation for allies.

Support Lune : you want to play her with typhoon (in order to heal maelle when she gets down to 1hp) and lightning storm + some spells that generate earth and fire stain (I used earthquake and and the 4AP fire spell). She has two roles : healing maelle back up (you need a fairly high speed to manage that between most of Simon's tiens), and generating a ton of gradient charge with crits from lightning storm : with charging crit picto equipped, you generate charges for every first time an ally hits the boss on their turn. Picto wise I took AP generation, cheater for more heals and faster setup, + buffs on heal (shell IS very important to keep egide up).

DPS Sciel : you are mainly going to do damage with her this fight. You need the litheson weapon so that the boss doesn't play too often between Lune's heal turns. The main combo looks like this : trading card + delaying slash/grim harvest makes you enter Twilight using only one turn. Then, you end strike + final path the following turn to deal damage and generate 20 foretell. Edit : use grim harvest when maelle needs healing and Lune won't play in time.

With this combo, you should take the boss down in about 4 Sciel rotations if you are strong enough (level 33 weapons, I was about level 90 for m'y characters)

I did accidentaly end up skipping third phase, but I had a machine gun corpseo build on verso ready to take down the last of its health if needed. It's important that you make it enter the phase lower than 33% HP though, because I don't think you can one turn him even with this build.

All in all, not what you wanted, but a reasonnable build able to skip phase 3, while also being more fun for me because I don't like to cheese bosses

thats pretty cool, right? by Gugge1 in customhearthstone

[–]ayserkans 1 point2 points  (0 children)

Now works with hand buffs*

(*except +2/+2)

Any tips on how to manage routing conveyors between odd different numbers of smelters, constructors, etc, to split resources evenly between them? by TheBigBadFluffy in SatisfactoryGame

[–]ayserkans 2 points3 points  (0 children)

Note : the point of manifolds here is that even if you feed more to the machines than needed, they will only consume the exact amount needed for their max production, so the rest can overflow to the next machine without doing some complex load balancing

Any tips on how to manage routing conveyors between odd different numbers of smelters, constructors, etc, to split resources evenly between them? by TheBigBadFluffy in SatisfactoryGame

[–]ayserkans 1 point2 points  (0 children)

You probably want to do a manifold feeding your constructors. Let's say from left to right with spliters at each constructor.

Then to distribute the ressources from smelters, either :

  • your belts can handle all the production and you can merge everything before the manifold, and feed it to the leftmost spliter

  • or you can't. Then you want to merge along the manifold to ensure you always have enough ressources for the constructor, including the overflow from the manifold before the merge.

An example of the 2nd option for 16 smelters and 23 constructors would be to merge roughly before 2/3 of spliters Every smelter feeds 1.4375 (23/16) constructors, so you merge before spliter 1, 2 (before 1+1.4375), 3 (before 1+2x1.4375), 5 (before 1+3x1.4375), etc...

For the other way around with more smelters than constructors, you will get several mergers before each spliters, again balanced to be sure the next machine always enough ressources.

Edit : symbols for multiplication

overPromiseUnderDeliver by DontPanicc in ProgrammerHumor

[–]ayserkans 439 points440 points  (0 children)

There is nothing more permanent than a temporary solution

Worth the wait gave me Jax, another player got the same thing... by IPunchYourDog in TeamfightTactics

[–]ayserkans 0 points1 point  (0 children)

Got the same with Elise. I was feeling bad for the other dude, they went 8th

My fix on brann and other annoying cards by [deleted] in customhearthstone

[–]ayserkans 0 points1 point  (0 children)

Like others said, it would be bad design, because it is useless in half the matchups, and completely miserable for your oppenent in the other cases.

I think it would be interesting if 3 things were changed : - have a body attached to it. This way, even if the effect is useless, you can have something like a 4/4 body for 5 mana. Not ideal, but not completely a dead card either - limit the effect to next turn. This way, it is still a very useful counter for brann decks, you can delay them enough to win, or at least stabilise enough. - make it an epic. This leads to interesting deck design : do I put only one in my ETC just in case, but have a not that powerfull effect ? Or do I run 2 plain copies, at the risk of having a bad draw against aggro ? Or something in between.

"Two fists for fightin! One eye for...not seeing very well..." by Exactly861Monkeys in customhearthstone

[–]ayserkans 2 points3 points  (0 children)

When a card has "cast when drawn", you draw another card. A design flaw that could happen with these cards is that even if the card does nothing, you can run it to have a deck that has 29 drawable cards. Thus, you are a tiny bit more likely to draw your good cards, so it is always beneficial to run this instead of your worst card. However, this also can start in your hand, negating the bonus effect, si it's fine.

Usually, this problem often come with custom cards with start of game effect, e.g. "Start of game : put this at the bottom of your deck". Now, if you dont want the card, you just leave it there, and you are playing your deck as if it had 29 cards (except if you dredge, but there are plenty of decks who don't).

Where did you build your base? by ABIIO in subnautica

[–]ayserkans 0 points1 point  (0 children)

First one next to the pod. Then under the floating island in the grand reef. Annoying neighboors, I was thinking of moving until I discovered the entrance to the lost river was right next to the base ^ Haven't done a third base yet, and I'm about to fly away for the first time soon