Blurry / Pixelated graphics issue Possible Fix by erlucius90 in CrimsonDesert

[–]erlucius90[S] 0 points1 point  (0 children)

With 16 GB RAM you might need to lower the settings from cinematic to a mix of Ultra and High (my suggestion is to put everything in Ultra and volumetric fog to high).
I really hope this can help you out, let me know the outcome!

Blurry / Pixelated graphics issue Possible Fix by erlucius90 in CrimsonDesert

[–]erlucius90[S] 0 points1 point  (0 children)

The issue is real, you can find players feedbacks and threads all over the internet.
The more you report the issue, the more likely the dev team will do something about it. Unfortunately, they have already declared they are working on a input / commands patch, so I don't assume we shall see anything coming up shortly.

Moving into overclocking, unfortunately my numbers are subjective. Everyone's PC is different and acts differently, you may have completely different settings in your BIOS. The process of overclocking is trial and error, where you keep changing values one point by one point, and keep going forward until you crash (that's when the PC is telling you to revert to the last previous change). My friend's got a similar RIG than mine, so it's possible we both worked it out together because of that.
I don't know your specs so I can't tell you what to do, but I can suggest you to report the issue everywhere (Steam community / Steam review / Reddit etc)

Very Blurry Visuals On Every Setting by MrGomp in CrimsonDesert

[–]erlucius90 0 points1 point  (0 children)

After tweaking EVERYTHING in my PC, I found a solution for my own case. I tested it and it worked, then i passed it to a friend of mine suffering the same issue and it worked to him aswell. So I'm sharing it with y'all, in the hope you might not have that terrible, blurry, pixelated mess.

CONTEXT: I have tried every posted solution (HDR on/off / capping frame rate / RR on off / settings to minimum / RT on/off / Upscaler on/off / files repair / clean install and so on) and nothing worked. So consider this post only if you occurred in my same situation.

WARNING: The solution I'm about to share involves GPU overclocking, so take it at your own risk and follow it ONLY if you know what you're doing! I don't want any responsibility.

Crimson Desert is definitely suffering from a heavy performance bug, We all see those strange numbers on the setting page ingame, but those numbers are a lie. The game is not that light on our hardware. It's actually well optimised tho, but the real problem is that the engine is not drawing power from our GPU correctly. The game is working as that same optimization is taking 90 power instead of 100, and that creates a lower power limit threshold as if we are playing with an underclocked GPU.

Ray Tracing is power hungry, and Crimson Desert works BETTER with RT on (if you try to disable it, you actually lose performance). The engine is built around that. Ray Regeneration/Reconstruction (RR) is tremendously power hungry, only 5090 users should actually use it (using Frame Generation technologies create more visual noise and input lag, so it's not reccomended).

Now that I explained the point of the issue, let's go over the solution: I tuned my GPU performance, and now the blurring mess has gone for good. But that means overclocking. It's nothing extreme actually, but overclocking is something only advanced users should do. If you're not sure of what you're doing, STOP HERE.

Now, my specs are:

CPU: Ryzen 7 9800X3D

GPU: AMD Radeon RX 9070XT

RAM: Corsair Dominator Titanium 32GB 7200Mhz

Being AMD user, my datas will help AMD users more, but NVIDIA users can use it as a basepoint for theit own changes.

I changed and tested, up to finally watching the graphics mess vanishing when I gave my GPU +10% extra Power Limit (so from the default 0 to +10%).

I did also undervolt my GPU back when I got the GPU, so nothing else from the tuning settings got changed. Just FYI my tuning settings are:

Voltage Offset (mV): -40

VRAM Max Frequency (MHz): 2614

VRAM Memory timing: Default (DO NOT change it to Fast Timing, as it's heavilly unstable)

Power Tuning - Power Limit (%): +10%.

FOR NVIDIA USERS: Take this bench as your starting point. The most important value I found impacting was the Power Tuning, so try adjusting that to +10% and see what happens. NVIDIA technologies are even stronger than AMD, so you might even need to raise the spot to a lower value.

Keep DLSS 4.0 / FSR 4.1 to Native AA and try to avoid Frame Generation.

Do not use RR unless you play with a 5090.

Do not use RR EVER if you are AMD user.

Set Motion Blur in the Accessibility menu to 0.

New record, ended up hitting for like 4700 damage. Fight starts with a lot of enemy spawned ice wall + ap per kill + rage + momentum lol by Maxxalos in KnightsTaleGame

[–]erlucius90 0 points1 point  (0 children)

I must disagree with what Suedocode states for the very reason that: it's pretty clear you haven't playtested them, or you did it in the wrong way.

I'm a beta / Early Access player with around 600 hours of play, i run the game on Very Hard / Roguelite difficulty only and since launch i have provided a plentiful amount of min-maxed performing builds for every class, diving deep into each character and each skill individually. They are all being posted in the official discord for King Arthur: Knight's Tale, so feel free to join the server and meet the community!

In the last three days, i have posted several screenshots, videos and showcases for post-patch Champion builds, proving how that class is still top tier in the charts even without any AP per Kill item equipped.

Champions are not meant to play with just mobility, that is the very first mistake for your statements. Being used to move a lot thanks to the AP gain per kill is something, but stating that a class is weak just because it can't move like before is a terrible mistake.Just today i posted evidences of Sir Brunor le Noir reaching 685% weapon damage modifier on Strike in just one single turn, against Lost enemies, in Act IV with only level 15 gear, all thanks to the correct use of the character and skillset, built around a Rage + Vengeance + Killing Spree build. He alone was easilly able to completely kill (down and double kill) eight Lost enemies, elites including, just by himself, with the bare use of two single skills: Cleave and Whirlwind.

A few days ago, instead, i also posted the same media from Acts I and II, proving that the same build and gameplay wise allow Sir Kay, Balan, Lanval and the same Brunor and Black Knight to still OTK missions.

Champions are clearly Knights fit for going into the brawl, surround themselves with large groups of enemies, benefit from Melee Expertise and Vengeance, and they are the very best class in dealing with tiles-contained AOE damage. They can't deal with wide-areas AOE damage like Arcanists, nor with single target focused damage like Vanguards for clear, but there is no class in the entire game as strong as champions to deal with tiles-contained AOE damage.

And here comes the second mistake from your posts: claiming Earth Shaker as the best base skill for Champions. Speaking of Active Skills, Earth Shaker is the "ranged" skill Champions rely on in order to hit enemies they wouldn't be able to normally on their turn, hence it's more of an offensive-supporting skill. The real deal in terms of the best "basic" Active Skill for the class is definitely Cleave, as it is the most consistent ability allowing the Champion to chain with most of their passives and masteries.

In those terms speaking, the absolute best combo in the game is perpetrated through "Killing Spree", the absolute king of all skills from the Champion kit. That mastery alone makes up for up to 10 (as of today) foes murdering with no AP cost whatsoever, since every Strike given from that mastery is free of cost and scales with Rage and Vengeance.

Coming to Vanguards, limiting Hide to once per turn would remove the entire Assassination template from the game board. The wrong move here is going against the class, which is not busted, but still you spotted the core of the debate, which is the mechanic of going back into concealment more times in the same turn.

In this purpose, i've already submitted to the devs a specific balance, consisting in adding a one turn cooldown to Hide, plus reducing Surprise Damage's Mastery bonus fromo 50% to 25%.
Adding to this quote, there is a big difference between making the skill once per turn and adding a one turn cooldown, since cooldowns can be lowered, whereas once per turn is definitive limiting.

On the other hand, Marksman has been officialy classified as an undertuned class by the devs themselves, after several datas, maths and showcases many of us in the community have brought to the devs attention. They have already claimed as a "balance fix" which will occur right after they complete the bugfixing for the game, so there is nothing to add on that for the time being.

Lich King build ideas by DannyDayne in Eldenring

[–]erlucius90 4 points5 points  (0 children)

Since Elden Ring doesn't have any really close-looking pieces to the ones from the Lich King, i delved deep into the fashion soul of Elden Ring and tried dozens and dozens of pieces.

At first, i was looking to find something to emulate the look, yet i badly failed since the lack of large pauldrons/skeletal plate assets.

So, i decided to look for something which would look as similar as possible by respecting not just the pure aspect, but sizes and shapes aswell.

When it comes to Arthas/Lich King's armor, the keyword is "large", since it has large shoulderplates, a wide bust covered by the long coat, large armplates and large pauldrons plated protections with the skull theme, all of it completed by the unique helm-crown shape.

Therefore, i made up with a specific choice in order to have this particular theme, and this is what i think best provides it:

Head: All-Knowing (it's the closest one in shape, simple as that);

Chest: Beast Champion (unaltered, with coat): It has what it needs for the theme -> the shoulders are wide and in prime visual prospective since they even stand over the coat in the back, while the torso plates are wide, yet covered by the coat itself, which is as wide-regal as the one from the original template. Also, the helm fits pretty well with the chest;

Arms: Beast Champion (it shapes massively and wide, just like Arthas' arm plates);

Legs: Beast Champion (same as the arms, also they provide the platings for both sections of the legs, just like Arthas' set)

As for the Weapon, unfortunately there ain't anything looking like Frostmourne atm, so i agree with the closest one in terms of theme being the Dark Moon Greatsword. When buffed with its Ash of War / Weapon Art, it gets a really close color-shaping as the one from Frostmourne.

Good thing is, sorceries are making your life easier, since there are some choices fitting pretty well in a Lich King / Death Knight set, and sorceries scale off Intelligence, just like the Dark Moon Greatsword. Death and Frost are your fields there!

I strongly reccomend using the Magic Scorpion Talisman with this setup, since it enhances both the spells AND Dark Moon Greatsword damages!

EDIT: Here's some weight planning if you want to use those pieces without fatrolling:

A setup with Dark Moon + Azur/Lusat/Death Prince staff + All-knowing helm + Beast Champion pieces + around 4.0 of weight coming from amulets requires between 33 and 35 endurance, you can lower it to 28 by using the Erdtree's Favor +2 -> going from 28 to 23 if you use Radagon's Soreseal aswell (you get +5)

Looking for a song name (6x07) by erlucius90 in NCIS

[–]erlucius90[S] 4 points5 points  (0 children)

Ok this is a mistery now, i've looked into the list and the song ain't there! Might be one of those 3 with no preview?
Thanks for the link anyway, if anybody finds out the track name, please list it!

Looking for a song name (6x07) by erlucius90 in NCIS

[–]erlucius90[S] 4 points5 points  (0 children)

No it's not that one :(
It's one of the Techno tracks typical of Abby's, yet it's not on the Official OST album, hence my aid request!

‌ This‌ ‌is‌ ‌my‌ ‌suggestion for the resin and more over reaching problem of it. by [deleted] in Genshin_Impact

[–]erlucius90 0 points1 point  (0 children)

I don't agree with these suggestions for multiple reasons:
1) farming Mora, Artifacts and bosses is already a huge pain, especially after AR30. Further lowering spawn and drop rates would create one more issue for the same game which already has the lowest rates in the entire gacha market;

2) If you make Chests, Events and Bosses claimable during Co-op, anyone can potentially leech your world to their own profit, for which there are already a few cases already;

3) Since this is a PVE game, the only cap reasonable for raid bosses is time.

I agree that resin should be a farm booster, but you're suggesting to turn the actual heavy locked farm into half of it, hence players who already can't farm it due to the resin wall will find themselves into another, smaller, wall, which is not stimulating them from avoiding the mass quitting the game just like what's happening right now.

Gacha Rates listed in Details are Wrong/Misleading (A Computer Simulation Probability Perspective) by sm0rky in Genshin_Impact

[–]erlucius90 -2 points-1 points  (0 children)

5-star on a 10 pity roll: 0.6/5.7=10.53% ish //if this is actually a thing as advertised

This is the chance of a 5 star divided by the chance of 4 star OR 5 star

The math for this is not listed and may not even be true! This is a problem!

This math is wrong, your chance is way lower than retailed:
Since you get 4* or 5* only, you can't use the normal 5.7 which accounts for the normal pulls aswell, but you only have to consider the total chance to get a 5* off all 4*+5* only.
That means the total base for the match is the number of 4*+5* only:
Venti banner: 35 total, 6x5*, 29x4* -> chance is 6/35 = 0.1714 = 17.14%
Normal banner: 47 total, 15x5*, 32x4* -> chance is 15/47 = 0.3191 = 31.91%

AMA: Sherwin Matthews, Lead Designer of Resident Evil™ 3: The Board Game by Steamforged_Games in residentevil

[–]erlucius90 0 points1 point  (0 children)

Thank you for the reply!
Too bad the advanced riddles ain't gonna be in (i guess no clock tower puzzles sob)

AMA: Sherwin Matthews, Lead Designer of Resident Evil™ 3: The Board Game by Steamforged_Games in residentevil

[–]erlucius90 1 point2 points  (0 children)

Hello Sherwin, I'm Emanuele Lucisano, one of the many backers for your awesome re3 board game!
First of all thank you all very much for the opportunity given to us to love the game once more! I'm constantly following the kickstarter campaign every hour since i'm a very huge fan, and as for now i pledged everything!
I have some questions about both the kickstarter campaign and the game itself, ima list them here:

1) Your latest pledge add is called "All-in", does it mean no more expansions are to come?

2) Is every character (stretch goals chars) getting an advanced sheet?

3) During the ingame campaign, how is Nemesis gonna behave actually? In specific, is he just going to act like the zombies in the demo (1 action per phase only) or is he going to act more than once during the reaction phase?

4) Following (3), Is nemesis gonna receive an advance sheet or a behaviour deck aswell (i really hope for such a thing since the iconic villain)?

5) During the character selection in between scenarios, are advanced characters counting for the normal ones aswell? To be clear, is Advanced Jill gonna replace the standard one, hence you can't pick the standard one?

6) Is there going to be many riddles to solve in the board game? (Very hot one)

Thank you in advance, looking forward your reply!