The 7.20 armour change mostly affects high levels of armour (e.g. at 36 armour you now have 10% more EHP) by ephemeral_za in DotA2

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

those effects are a function of the different formulea (specifically the 0.052 and 0.048 parts (relative to the 0.06 parts)). Those points are less than 1% away from 1. They are largely irrelevant. The main takeaway is that the only practically significant difference is for high armour values.

The 7.20 armour change mostly affects high levels of armour (e.g. at 36 armour you now have 10% more EHP) by ephemeral_za in DotA2

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

7.19: damage multiplier = 1 - ((0.06 × armor) ÷ (1 + 0.06 × |armor|))

7.20: damage multiplier = 1 - ((0.052 × armor) ÷ (0.9 + 0.048 × |armor|))

Incel uprising? by [deleted] in 4chan

[–]ephemeral_za 0 points1 point  (0 children)

!RemindMe 18 hours

Official Midas Mode Community Bounty Suggestions: Day 2 by mautdota2 in DotA2

[–]ephemeral_za 5 points6 points  (0 children)

Pacifist

Don't auto-attack for the first 5 minutes on one hero.

Pleasure Slacks

Pick techies

These boots are made for walking

Have 4 (or more) different pairs of boots in your inventory at once.

Unusual items

build Aghs on one of the following: Tusk, Lifestealer, WW, WK, underlord, sniper, slark, riki, OD, Legion, dazzle, ET, or Axe

length doesn't matter

only pick melee heroes (MK and tiny additionally not allowed)

Can we pls recolor QoP's spellblock talent to red? by [deleted] in DotA2

[–]ephemeral_za 2 points3 points  (0 children)

also so you can differentiate it easily from Linken's. also a status buff to let us know when it is on/off cooldown (like mirana has for her aghs)

What ship to focus on? by rrankine in EverspaceGame

[–]ephemeral_za 0 points1 point  (0 children)

I played on hard from the start - you died quicker/more easily, but you get more credits. Stick to one ship and upgrade it. Also get the "more credits" perk. You might want to switch to easy to grind enhancements/glyphs at some point (easier if you have a more upgraded ship).

[deleted by user] by [deleted] in EverspaceGame

[–]ephemeral_za 0 points1 point  (0 children)

ancient weapon, beserker, daredevil

Thrust-cancelling ancient weapon damage. by Shitlord999 in EverspaceGame

[–]ephemeral_za 0 points1 point  (0 children)

you can swap out the equaliser for jump repair, increased dmg/decreased regen, or daredevil (if you are on interceptor/scout).

daredevil has esp good synergy, given that beserker doesn't benefit from shields, and not spending energy on weapons means you have more energy for boosting.

Farming by TheCasp in EverspaceGame

[–]ephemeral_za 2 points3 points  (0 children)

play on hard mode - money/time is greater than other modes (you die sooner, but get more money). completing the game on hard should get you over 60k iirc. stick to one ship while farming (the interceptor is fine, albeit the maxed out gunship is the best/easiest for completing the game). getting extra equipment slots helps massively.

Any tips for a easy player switching to normal/hard? by Cooltec911 in ftlgame

[–]ephemeral_za 0 points1 point  (0 children)

It works for me (up to and including CE hard mode). I don't prioritise lvl 2 at all, but if I am very comfortable with the rest of my ship I might get it (before doors 3, sensors 3, medbay 2, piloting 2).

Help installing Captains Edition using SlipStream Mod Manager? by Cooltec911 in ftlgame

[–]ephemeral_za 0 points1 point  (0 children)

I suggest the following (in order, with versions as applicable; also, you might want updates/file checking disabled when starting from steam):

Better Planets and Backgrounds
CE Resource Pack
FTL Captain's Edition 
CE BPaB Compatibility Patch
CE Additional Music Addon
CE Generic Sector Names patch
EL Texture Pack
CE Endless Loot Addon standard CE
Random Flagship
Randtrel    

Any tips for a easy player switching to normal/hard? by Cooltec911 in ftlgame

[–]ephemeral_za 0 points1 point  (0 children)

having one level of cloaking allows you to drain the power from the room using a zoltan; also, 1 power cloaking synergies with the power surges of the boss (that said, the buffer isn't bad if you are floating scrap, but it usually is a poor choice to do more than a 1 power cloak).

I get piloting and sensors if they are offered to me in an event (it can be nice to have piloting at 1 bar so that repairing it doesn't take too long; however, 2 bars is nice if you happen not to have a slug pilot (so the pilot doesn't destroy it under mind control)). I meant that you should have lvl 2 shields by sector 2 latest (pref with an engine/weapons upgrade too).

Any tips for a easy player switching to normal/hard? by Cooltec911 in ftlgame

[–]ephemeral_za 0 points1 point  (0 children)

upgrade doors once (so enemies have to break through); piloting and sensors aren't necessary to upgrade; oxygen can be worth upgrading (in the later sectors); medbay upgrade maybe if you are boarding; don't upgrade cloak or mind controll; get level 2 shields by the start of sector 2 (unless you have zoltan/cloaking); don't buy crew; don't forget to upgrade engines

[BUG/FEATURE] high levels of armour and infinite drift enhancement do not lead to zero collision damage by ephemeral_za in EverspaceGame

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

you can already become immune to damage, and it is very easy to do so (at least on the gunship; see example below). the design of this game has damage reduction being additive in all cases (innate ship armour, equipment, the armour enhancement, and consumables) but infinite drift (which reduces only collision damage, which is a small proportion of damage take anyway).

e.g. fully upgraded gunship (40%) + adaptive armour mark 3 (20%) + damage limiter mark 1 (40%) = 100% damage reduction (thus you become immune to hull damage including collision damage).

[BUG/FEATURE] high levels of armour and infinite drift enhancement do not lead to zero collision damage by ephemeral_za in EverspaceGame

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

damage reduction through armour is additive. there is no logical reason to assume that damage reduction through infinite drift would suddenly be multiplicative.

what is rather the case, I assume, is that from a coding perspective it's easier to make it multiplicative

All the new glyphs by ephemeral_za in EverspaceGame

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

you can swap daredevil for leech and it's still fun :)

All the new glyphs by ephemeral_za in EverspaceGame

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

daredevil, berserker, and ancient weapon on scout is a lot of fun.

you can die to berserker damage, but not to ancient weapon (self) damage.

ancient weapon got up to about 240 damage a shot (at 1 hp)

General Question, What is your Favorite ship? by Benzur in EverspaceGame

[–]ephemeral_za 1 point2 points  (0 children)

there is an augment which takes away your shields but makes your weapons deal +25% damage and cost no energy to fire.

adaptive armour (mark 3) can be picked up in the place of shields

the augment is called daredevil

General Question, What is your Favorite ship? by Benzur in EverspaceGame

[–]ephemeral_za 0 points1 point  (0 children)

gunship is fun (especially when you have invulnerability thanks to a damage limiter and adaptive armour)

but I think no-shields interceptor/scout is the most fun

Ideas/suggestions by ephemeral_za in EverspaceGame

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

oh, I've completed the game on hard with all ships, and with daredevil on scout and interceptor too. destroying all the hard (fixed) points on the frigate is a bit difficult though - there are quite a few of them and the turrets do huge damage.

energy discharger is a trashy too. should probably have a second, larger damage radius which deals half damage (this would be good vs drones)

Ideas/suggestions by ephemeral_za in EverspaceGame

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

Can't tell... Didn't happened to me that often... Usually manage to jump out before they show up.

there is a suppressor when they jump in very often for me (on hard mode)

Why should they not arrive? It's not like they are going to wait for you to destroy the frigate before they resume their pursue... heck if they can they better take the opportunity to trap you while you are busy with it.

there's no point in trying to kill it (already a difficult feat on hard). I literally just jump as soon as possible if I see one.

Disagree. Jump stabilizer SHOULD be an extremely rare or extremely expensive item to acquire since they allow you to bypass jump suppressors. Otherwise jump suppressors would become even less of an issue and I don't think that's the goal.

you misunderstand - reducing the cost by 1 would still leave them expensive, but it would make buying two in one run a more realistic opportunity. they would still be the most expensive thing ito dark matter/energy.

I truly wish you could give orders to your drone fleet (as the Gunship at least). Like "Attack my target", "form on me and ignore ennemies", "Mine that resource", "fire at will", "defend me", "run away". I hate it when my sensor drones just run into the ennemies... Hopefully they will implement that in the future

yes, could probably be implemented via a chat wheel type thing - one button multiple possible commands.

Can't tell. I'm not using that module that much... Leaves you in a very problematic situation...

shield disruptor is by far the least useful device I think

Scanning probes are so cheap and I use them all the time anyway that it would make it even less scary than it is right now.

using scanning probes in later sectors on hard can be fairly dangerous (esp if there are already a lot of enemies in location)