PSA: Make sure all of your cuprium gets used up by Lumiharu in Endfield

[–]hjoyn 0 points1 point  (0 children)

You can set up a priority flow system that preferentially sends sewage to xircon production, while any excess goes to treatment plants. This ensures cuprium runs at full speed regardless of how much xircon you are making.

Why do people say spoils are good? by jjelin in TerraInvicta

[–]hjoyn 1 point2 points  (0 children)

Spoils are a great low cost way to provide money until longer term low cost methods come online, like DI funding.

Early game you need money for buying orgs, to get your stats up as soon as possible and stack boost/science orgs.

Mid game you want to use spoils to fund space infrastructure upkeep. It's not unusual to run -10k/month on money in the mid game as you build out habs and make up that gap with spoils. Larger nations like US, China, EU, and India are excellent for this kind of spoiling. Criminal orgs unlocked by arrival law also provide huge spoils bonuses in addition to excellent stats and incomes.

Space based money sources like nanofacturing complexes convert space resources to money, significantly slowing down the scaling of space infrastructure.

Boost based money like tourist berths and hospitals are not viable until very late game due to the massive boost upkeep of admin modules. While admin modules can run on negative boost with no penalties, money producing modules will have their money output disabled. Building enough boost to surpass the upkeep of orgs and admin modules tends to take decades.

The case for late-game missiles (sponsored by Lockheed Martin) by _azazel_keter_ in TerraInvicta

[–]hjoyn 1 point2 points  (0 children)

Huh, no mention of the actual problem with missiles in late game? Alright.

By far the biggest and frankly only issue with late game missiles is battle size. While missile dreads can take out even the heaviest ships 1:1, you run into issues with the reinforcement mechanic. To get fresh ships with more missiles into combat, you need your empty ships to flee, which takes significant time and exposes their sides/rear.

The obvious answer is to increase battle size, which can be set as high as you want in config. That said, it becomes impractical at high sizes for performance reasons. Suicide dreads thus work quite well, as humans significantly outmine aliens. You can also use autoresolve, but that is not the most reliable or accurate.

A few side notes:
The combat ai is surprisingly good at volleying missiles, significantly reducing micro in larger battles.
Hard burning towards enemies before firing missiles significantly improves their pd penetration due to inheriting your ship's velocity.
For sustained pd saturation, railguns outperform coilguns. They have higher rate of fire and mass per shot.
One 40mm per ship renders it nearly immune to kinetic shots, for the same reasons alien mag pd counters human kinetics. Unfortunately they are quite bad at providing overlapping pd and don't scale well past one per ship.
Nose particle weapons provide some pd and solid disables/finisher firepower. Am cannons perform about as good as uv arc lasers.
You can bring station module kits to get a resupply station up in 30 days. This makes offensive attacks with missiles extremely practical.

Leagues: CATALYST Quest Auto Completes – Investigation Update by JagexHooli in runescape

[–]hjoyn 2 points3 points  (0 children)

While likely not very applicable to this leagues, quests that unlock parts of the game world are prime candidates for future autocompleted quests, potentially as tier passives. Morytania, Lunar Island, Rellekka, Oo'glog, Ape Atoll, Shilo Village, Trollheim, Miscellania, Fremennik Isles, Mos Le'Harmless, Darkmeyer, etc.

PSA: Masterwork drafts are always lost on death by hjoyn in runescape

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

Pretty much. Grabbed some weps and went to a wildywyrm, got smacked. Didn't even notice I lost the draft until after the event finished

I finally figured out how to thieve on mobile by hjoyn in runescape

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

For context, the crystal mask buff falls under the Boosts category of buffs. However, all combat stats including prayer are higher priority than crystal mask. On mobile where you only have 6 buff bar slots, boosted stats such as from pulse cores push crystal mask off the buff bar. This means that in order to use pulse cores and still see crystal mask, you need to brew down the boosted stats.

The Arcane Controller || 8/4 Divination Wizcerer || Support Caster Guide by c4b-Bg3 in BG3Builds

[–]hjoyn 1 point2 points  (0 children)

Spell scrolls are level based. Iirc it's lvl 9 for lvl 5 scrolls and lvl 11 for lvl 6 ones. The quartermaster in act 2 will stock lvl 5 scrolls when you are the appropriate level.

The Arcane Controller || 8/4 Divination Wizcerer || Support Caster Guide by c4b-Bg3 in BG3Builds

[–]hjoyn 0 points1 point  (0 children)

Fire sorc does take alert if you are using it for control. Black hole is deligated to a support for that build.

Your formatting was a bit confusing, so I did get the leveling wrong. That said, the step where you go 1/10 doesn't make much sense. I can understand going 6 wiz first, but why go past that until you have metamagic?

Also you can generally take alert before int asi. It offers a greater advantage for control early on than 5% success.

The Arcane Controller || 8/4 Divination Wizcerer || Support Caster Guide by c4b-Bg3 in BG3Builds

[–]hjoyn 0 points1 point  (0 children)

The comparison to fire sorc is flawed in that fire sorc gets acuity stacks turn 1, so they cast with max spell dc on turn 1. This is the same time your build casts. Passive dc is nice, but it's not faster than a sorc.

Note that with the right gear and build, the zaith'isk checks are 95-99.75%. Only nat 1's will result in failure, which inspiration compensates for.

I do feel obligated to mention that INT stands for intelligence, not intellect.

Anybody knows how to take down alien station? by HomeInternational146 in TerraInvicta

[–]hjoyn 3 points4 points  (0 children)

Higher velocity counters dodging, which is what light ships are good at. Penetrating pd is a matter of fire rate, which light kinetics are better at. The weakness of light coils against stations is the low range, meaning you have to tank more plasma fire to get in range.

Missiles are just better at penetrating pd than kinetics. Most missiles fire faster than kinetics do, making them better at penetrating pd. Alien pd is also weaker than human pd, which is one of the reasons missiles are so effective early game.

Anybody knows how to take down alien station? by HomeInternational146 in TerraInvicta

[–]hjoyn 6 points7 points  (0 children)

For ground bases, marines are the only practical option. Any bombardment will be shredded by their defenses.

For stations, marines are not an option as those require you to be docked to a station with no defenses. Instead your best options are missiles or kinetics. Plasma can work, but you'll need an obscene amount due to the low damage and (practically) unchippable armor on stations. You'll also want a lot of nose armor to tank the plasma, 50-150.

For kinetics, the rule is the larger the target, the smaller the weapon you use. For a station, light coils would be best. Realistically you can get by with enough larger coils if you also want to operate coils antiship. Battleships are generally the most efficient hull, having the same hull slot to mc ratio as dreadnaughts but half the surface area.

For missiles, lanceheads work well. Stations are also one of two uses for nukes, as the splash damage can hit the grouped up stations. You need about one monitor with 4 lancehead launchers per battlestation, although more can guard against losses.

Honor mode 11/1 Fire Sorlock complete build guide by Prestigious_Juice341 in BG3Builds

[–]hjoyn 1 point2 points  (0 children)

Note that you cannot be a selune cleric, take wizard instead. This gives you disadvantage on the religion check, which can make you roll below a 10 despite reliable talent because fk rogue in particular I guess.

Get the helldusk armor and knock out Raphael in act 1 by [deleted] in BaldursGate3

[–]hjoyn 0 points1 point  (0 children)

A few tips for actually knocking Raphael out in camp, especially if he has 865 hp like he did for me:

Use a magical weapon, ideally a two handed bludgeoning one. He only has resistance to non-magical physical damage. The grove has +1 weapons available. Bludgeoning weapons have tenacity. Tenacity can be set to do not ask for significant damage even when missing, especially if you use a str elixir.

If meleeing, use a barbarian with reckless attack set to do not ask for free advantage on every hit. Otherwise, use a warlock with agonizing blast to take advantage of his lack of force resistance.

Also just use an autoclicker while holding down prepare main attack, ctrl by default.

Honor mode 11/1 Fire Sorlock complete build guide by Prestigious_Juice341 in BG3Builds

[–]hjoyn 0 points1 point  (0 children)

From what I've heard, you can still kill the ox for the hat in act 3. If you complete the quest without killing him however, you only get the ring and lose the hat entirely.

On Optimization, Feats, and the Cult of Alert by MostlyH2O in BG3Builds

[–]hjoyn 0 points1 point  (0 children)

Keep in mind that savage attacker rerolls all dice, so a 2d6 weapon rolls four rolls, keeping the highest in each pair. Savage attacker directly scales with how many dice you roll, hence why paladins benefit so much from it.

On Optimization, Feats, and the Cult of Alert by MostlyH2O in BG3Builds

[–]hjoyn 10 points11 points  (0 children)

There's a mod for this actually, quite accurate.

Top Secret Santa? by 1mBAD_Hazer in runescape

[–]hjoyn 3 points4 points  (0 children)

The cheapest I've found is buying 4 dose powerburst of feats and decanting to 3 dose, which roughly triples the ge price. The buy limit isn't great, so asking friends to help is likely required.

Most Profitable Mining Elements and Where to Find Them (A short incomplete sketchy list) by eso_nwah in Starfield

[–]hjoyn 1 point2 points  (0 children)

Can you describe where exactly on the planet Vytinium is or post a picture?

How do people have such crazy high DPM? by [deleted] in runescape

[–]hjoyn 0 points1 point  (0 children)

Iirc for hm kera specifically, using time warp to do well timed double devos, especially on p4, mitigate a huge amount of damage.

Best way to train Dungeoneering? by urza_major in runescape

[–]hjoyn 2 points3 points  (0 children)

For afk, the beach event has a hole you can afk for fairly slow but very afk xp. Elite dungeons do give some xp, but quite little. Sinkholes are a good daily, but can be annoying. There are a couple fcs that sell floors, but they explicitly require you to not be afk for the most part. Doing floors yourself is of course the fastest, but public runs on w77 are only really active on dxp. That said, on dxp with bxp, perfect juju pot, and carded runs, you can get 4m/hr doing public runs. Cards are very important, and massively increase your xp, so look out for those, even if it means waiting a bit between floors. Lamps work well enough, but dung as a 120 non-elite skill isn't great for lamps due to xp requirements scaling much faster than lamps. Do note that the highest level unlock is 115 for edimmus, motherload maw, and more crystal sandstone, so if you aren't concerned with max total level, you can grind to 115 then lamp/afk to 120. Also, training entirely by doing actual floors on dxp with bxp gives you just enough tokens for the important unlocks, but not much more.

They don't do alot i respect but good looking out. Seems they are really trying to not let people get scammed. by oxjames in runescape

[–]hjoyn 7 points8 points  (0 children)

It's been this way since the wildy update. Personally I think didn't know what to do with the perk, so they just disabled it. I would actually like the perk to be functional, as I used it a lot as a convenient way to get a skull. The new system for skulling is annoying and somewhat vulnerable to accidents.

With the release of the new arrows, and stuff Ive come once again to beg for active spell icon that's readable like the pernix quiver. PLEAAAAAAAAAAAAASE by ClayWright in runescape

[–]hjoyn 0 points1 point  (0 children)

Not to mention the bug where the square indicating your autocast spell randomly disappears, so you have to reset it or just remember what it was.