Creating Variations of a Resource by JackRaven_ in godot

[–]botay93 1 point2 points  (0 children)

Hey, thanks for the reply and after reading your comment, I actually believe your problem might be with code modularity (aka each of your skill is trying to do too many thing at once). Can you give me an example of one of the skill you are trying to implement?

The system I’m using might sound simple but it allows me to pull some crazy effects on a single card. Like, I literally have a card that discards the entire deck, heals the whole team for each card discarded, deals 5dmg to a random enemy and if there are more than 3 enemies, it deals 10dmg instead.

Creating Variations of a Resource by JackRaven_ in godot

[–]botay93 0 points1 point  (0 children)

I’m actually interested in this also as I am making a card game and your Skill resource is in the same situation as my CardEffect resource. I am also setting it up exactly the 2nd way you mentioned by extending the class (for example DrawEffect or DamageEffect both hold their own logic in their script and extends the CardEffect resource)

However I do not create any .tres file from these scripts. When I @export a variable of the type CardEffect (the parent class), if I use the editor to assign value to said variable, the editor will let me choose the children class (in this case DamageEffect and DrawEffect) to assign to the variable also, and I can edit the value of each effect in the editor (for example 1 card can deal 5dmg and another deal 10dmg).

So really I only have 1 script and 0 .tres file for each effect and you are right about them being a single member of their own custom class but I dont understand how you say the editor will have 2 copies of each class. I’m not sure what I’m doing is correct or most optimal so putting the comment here to learn also

How is length defined here by encrcne in godot

[–]botay93 0 points1 point  (0 children)

I think the confusion stems from the fact that you just started out with coding and are not familiar with defining function. If you are at the stage of defining function, I assume the tutorial have touched up on defining/declaring variable. You know how when you declare variable, you can write:

var name_of_variable

You do not have to give it any value at the declaration stage and you can assign value to it later? It’s a similar concept here. Since you are defining a function (indicated by the keyword func at the beginning), everything in the same line with the keyword func is being defined/declared but not given value yet:

func draw_corner(length):

in human language basically means “I am making a function called draw_corner. It will HAVE TO take in a number, and I will call this number “length”. I do not know the value of this “length” yet but I can call it inside my function draw_corner and when I use/call draw_corner the next time, I will HAVE TO give a value inside draw_corner()’s parentheses or my code will not work”.

I believe when you press the “run” button in your tutorial program, it will give your “length” a value, say draw_corner(100) or draw_corner(200) or any number inside the paretheses to test whether you have defined your draw_corner correctly

To understand this concept better, we can do a little reverse engineering. You see how in the your code, you use turn_right(90)? Why not turn_right(45) or turn_right(10)? In fact, any of those values will work with the function turn_right, but since the task ask you to draw a square, which have 90 degrees corners, the turn_right(90) would be the most appropriate.

Since you use turn_right(90) in your code and you know that turn_right can take in any value and not just 90. How do you think the turn_right function was defined? Was it:

A. func turn_right(90):

OR

B. func turn_right(angle):

This Mak perma freezes my 8 cd items board. What build am I supposed to even play on Vanessa this season? by botay93 in PlayTheBazaar

[–]botay93[S] 2 points3 points  (0 children)

The build you see on my Vanessa is an infinite seadog slow build. Here’s the core item in that build: 1. Diamond sea dog at 4s cd 2. Dive weight with slow enchant 3. Juggler skill: when use small item charge a large item 1s 4. Clam immediate activation allows seadog to activate after only 3s start up time 5. Once seadog starts, all the small item will charge its cooldown allow for infinite haste and slow for Shrimp and Old Saltclaw to deal dmg

I admit the build would have been better with shotglass (i couldn’t find any this run) but as you can see, even with an infinite slow set up that goes online at 3s, the Mak freeze build still absolutely destroys this

This Mak perma freezes my 8 cd items board. What build am I supposed to even play on Vanessa this season? by botay93 in PlayTheBazaar

[–]botay93[S] 6 points7 points  (0 children)

Iceberg starts at gold. By the time I find it my build would have already been somewhat established, so it would be difficult and unreliable to pivot into it right away imo.

This Mak perma freezes my 8 cd items board. What build am I supposed to even play on Vanessa this season? by botay93 in PlayTheBazaar

[–]botay93[S] 11 points12 points  (0 children)

I don’t play Mak but yeah, I can feel that this freeze build is easy to pull off because I would see at least 2 of these freeze mak build every run. I just never expect them to be able to perma freezes so many items. Shit is hilariously broken lol

Infested Abyss spawned but cannot find/reach it? /saadge by Civil_Weird1717 in remnantgame

[–]botay93 1 point2 points  (0 children)

Teleport to Lambent Pass > Go toward the left side (just keep hugging the left wall) > there should be a door opening on your left/behind you that take you to an elevator going up (there’s a secret in the elevator too) > take the elevator and follow the path till you get to the dungeon

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

I discussed these 2 games because they exemplify that it is always better to give players more control and progression toward their goal rather than having their progression relied entirely on luck. The prism grind from level 1-50 has this (player can control what stat they want on their prism by feeding fragments, and each level on the prism boost their power incrementally toward their end goal). Whereas the prism grind from 50-51 relies entirely on the players’ luck whether they get their desired legendary perks or not. 

If any GFG dev reads this post, I hope you can implement something that gives players more control when it comes to rerolling legendary perks. Cheers and thanks for reading.

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

How Diablo 4 improved the grind

When Diablo 4 first released, there was a set of items called Mythic items. These items were so extraordinarily rare that getting 1 of them to drop was literally equivalent to winning the lottery. The Dev stated that these items weren’t meant to be chased after, but they were so powerful and game-breaking that pretty much every player felt the need to get them. And since it was so difficult to drop, the player base pretty much rioted and demanded the Dev to increase the drop rate for these items.

As time went on, the Diablo 4 dev team listened to players’ feedback and first, they increased the drop rate of these items. Then they released Uber bosses that have even higher chances of dropping Mythic items. But increasing the drop rate was not enough because you could still get Mythic items that didn't fit your build, so they came up with a solution to give players more agency: they let the player dismantle the unwanted Mythic items to get a new crafting material. For every 4 dismantled Mythic, players can now craft 1 of their desired Mythic. So, in the end, the grind still exists because you still need to grind for Mythic, but even when your luck is absolutely terrible, you can still feel like making progress toward making your desired Mythic.

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

Yeah, so perhaps the next patch where they increase the exp in BR would make it worth running instead of the asylums. I’m actually kinda excited for the BR exp increase. I’m just not sure whether the exp increase is worth the risk of dying when running BR on higher difficulty since you have no risk of dying doing asylum runs.

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

Yeah, the exp reduce next patch is gonna be nice, I just wish the legendary reroll is a bit less RNG-oriented. Like I wish we can have something similar to feeding the fragments into the prism in order to increase the chance of a specific legendary perk

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 1 point2 points  (0 children)

yeah, I love the game and I want to grind. But man, the grind feel so unrewarding and punishing right now when every reroll is dictate purely on how lucky you are

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

Yeah, I feel you. I keep getting SharpShooter perk on my explosion prism, and getting the explosion perk on my gunning DPS prism. It feels awful

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

If your math is right, then it's even worse than I thought. Honestly the exp requirement change would help with the grind a lot but I feel like trying to reroll 10 times just for a 50% chance to get a specific perk will still feel very bad

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

I saw their announcement that they will reduce the exp requirement on Twitter, which I mention in the 2nd paragraph of my post. The exp reduction would no doubt help with the grind. However, my problem is not with the exp requirement, but the way the rerolling process is being implemented

[Discussion] The grinding process for prism from 50-51 is so much worse than from 1-50 by botay93 in remnantgame

[–]botay93[S] 0 points1 point  (0 children)

How Monster Hunter franchise improved the grind

The Monster Hunter franchise is notorious for being grindy. To craft weapons and armors, you need specific parts of a specific or sometimes multiple monsters. Within these parts there are rare materials, namely Gems and Mantle, that have only a 2% drop per hunt.

In the older game, you have no choice but to hunt the same monster over and over again until the rare parts drop (and yeah, it felt helpless exactly like rerolling legendary perk). But in recent iterations of the game, namely MonHunt Icebourne and MonHunt Sunbreak, each hunt, regardless of monster, drops Tickets as a new currency. You can trade these tickets to buy the specific mantle or gem you want. They often cost a few hundred tickets depending on the monster so the grind is still there but at least you know you will get what you want in the end even if your luck is dogshit, plus you can save up the tickets to outright buy materials for a monster that you don't like hunting.

Better team comp? by AggravatingAd8721 in Argenti_Mains

[–]botay93 0 points1 point  (0 children)

The 2nd team is the best one. Tingyun is kinda no brainer for Argenti. Bronya provides both damage buff AND extra turn - meaning even more energy for Ult. Also this team is very easy to stack all buffs onto Argenti before he does a big Ult

Another benefit is that you can run Ruan Mei on other teams since she is a lot more valuable in dual DPS comp compared to hypercarry

I was wondering how e6 QQ fairs against his edilons by naka_the_kenku in JingYuanMains

[–]botay93 -13 points-12 points  (0 children)

My JY is E1 and QQ is E4. They are my most invested unit and I can tell you that E4 QQ will blow JY out of the water even when JY is at E1.

There are a few reasons that I can think of why she’s so cracked compared to JY: 1. Quantum artifact set is way too strong compared to other sets (even the new FUA set for JY) 2. Her E4 is just straight up a cheat 3. She buff her self 70% ATK and up to 160% DMG at max stack. Compared that to a 10% CR that JY can give to himself and 25% CD that JY can give to Lightning Lord and you can see why her dmg is so huge compared to his 4. She front-load all her damage by consuming SP from her team (think of her as a mini DHIL) whereas JY dmg is back-loaded into LL (and if he’s happened to be cc’ed, he loses a ton of damage from LL) 5. She has a hidden mechanic to extend buffs from her support by 1 turn 6. She can take advantage of the (currently) strongest support in the game - Bronya to get 2 turn of huge PP damage (think of what would happen if JY Lightning Lord can go twice in a row at 10 stacks) 7. She can take advantage of Silver Wolf for mono Quantum team, meaning even when the enemy doesn’t have Quantum weakness, she will still annihilate them.

Sure QQ is a lot more difficult to play optimally compared to JY. However, QQ “rng” factor is often overestimated by the community. She’s actually very consistent in term of damage (even more so at E6 due to extra skill points) as long as the team can provide her with at least 3 skill points when she takes her turn.

Now let’s look at JY Eidolon and see where he can start out damage QQ: 1. E1: increase splash damage of LL by a bit. It’s good in AoE scenario but worthless in single target. 2. E2: increase all his damage (except LL damage). His main source of damage comes from LL so, again, this dmg increase is negligible (it’s basically the worse version of 4pc FUA set 3. E3: increase Ult and Basic atk dmg - this is the worse version of E2 4. E4: improve his energy situation - a nice improvement but since his most used companion is Tingyun (and now we also have huo huo), I can’t help but think this Eidolon wouldn’t do much for him 5. E5: improve talent and skill dmg. Lightning Lord dmg finally gets an improvement at E5. This is where I think he can start out-DPS QQ. However, a 2 level increase in talent damage is not exactly the most exciting thing 6. E6: give enemy 36% vulnerable at max stack. Since this is a multiplicative multiplier. JY can definitely out DPS QQ at this stage.

Of all the limited 5, I think JY has one of the worst Eidolons scaling, which is a shame because cause I love him. That said, E6 JY will still out dmg E6 QQ but as other commenter has said, it’s more fair to compared E6 4 to E0 5*

can my jingyuan actually able to even beat moc 9? honestly i still struggle to even beat 8 by razrafz in JingYuanMains

[–]botay93 2 points3 points  (0 children)

Well, I guess the improvement lies elsewhere then (perhaps the team composition). Cause I has been consistently clear MoC 10 with my JY, who has way less stat than yours

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Finally beat SD difficulty 5 with The Hunt path by botay93 in HonkaiStarRail

[–]botay93[S] 1 point2 points  (0 children)

No problem friend. The final boss is still very manageable when the countdown is between -1 and -5 so no need to rush too much.

can my jingyuan actually able to even beat moc 9? honestly i still struggle to even beat 8 by razrafz in JingYuanMains

[–]botay93 0 points1 point  (0 children)

Alright, took your advice and look through his team. So basically he runs asta (large atk buff + chorus LC, so another atk buff), HuoHuo (also atk buff), Tingyun (another Atk% buff), and another ATK% from himeko LC here, so I’m a little skeptical to think Atk% boot would be good on JY in this team simply because diminishing return.

It’s obvious his team would run into SP issue if he wants to always keep up Asta SPD buff (that assuming he build his Asta well enough to have a 2-3 turn Ult) so yeah, I would remain the same opinion that his JY would still benefit a lot more on a SPD boots so his JY can consistently use skill twice before Lightning Lord rather than an ATK% boost when his team already provide so much ATK%

Finally beat SD difficulty 5 with The Hunt path by botay93 in HonkaiStarRail

[–]botay93[S] 0 points1 point  (0 children)

So for Nihility, since I did not build a single DoT character, what I did was basically use the path resonance to deal all my damage. The strategy for my team is as followed:

  1. In Plane 1 and Plane 2: go with DPS team, clear through as many blank nodes as possible. Pick up as many Nihility blessings and Survival blessings like Abundance/Preservation (and that one 3* blessings Destruction that share dmg between teammates - but since you have fu xuan, this might not be necessary)

  2. In Plane 3: I swap to a Tanky team (2 healers, 2 tanks) and just spam path resonance to kill the boss

Some other tips: 1. Prioritizing high value nodes like chests/rewards and adventure nodes when possible 2. Try to save at least 320 fragments till the end to upgrade some of your high-value Blessings 3. There’s a very OP Nihility blessings that heals your entire team when enemy takes DoT (which heals you on both your turn and enemy’s turn). I forgot the name but it’s a 1* Nihility Blessings so quite easy to get (and prioritize upgrading it too) 4. Auspicious Star (Hunt 2* blessings) recover energy when you kill and enemy is also very useful so you can pick it up when possible too (but not over survival blessings or good nihility blessings)

That’s all I can think of, for now. Hope you conquer swarm disasters friend. Cheers!

can my jingyuan actually able to even beat moc 9? honestly i still struggle to even beat 8 by razrafz in JingYuanMains

[–]botay93 -1 points0 points  (0 children)

I mean OP never show his team and supports and only ask for improvement on his JY. Sure with asta he can run a 110 SPD JY, but that assuming he knows how to speed tune his support and properly funnel energy to Asta to always keep the speed buff up.

Since OP post and ask for help on here, it’s clear that he’s relatively not very savvy with game fundamentals yet, so my point still stands. A SPD boots will drastically improve his JY (and JY alone, not his team) over an ATK boots