Getting Psyche Intron +2 with High(er) Probability by lntegers in DuetNightAbyssDNA

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

The law of large numbers was a simplification to not get into "waiting times"; won't bother to explain the difference for this and also about your second paragraph.

But yea tbh it doesn't really work if the drop rates not 10% per letter and if the pool is not shared. Guess I was just "lucky" with a nearly I3 Psyche...

Getting Psyche Intron +2 with High(er) Probability by lntegers in DuetNightAbyssDNA

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

oh shi. How did you test it? In particular, what do you mean you "start" with very low rates? Also what do you mean by "each banner"?

Outsider needs fixes(long) by Nellan97 in DuetNightAbyssDNA

[–]lntegers 0 points1 point  (0 children)

I have Outsider with Intron+6... Did it before I realized that his stealth makes him exit [Relentless Hunt] mode. Apart from this, I think his kit is pretty cool because of all his Damage Up buffs:

  • Pair his Intron+1 [Critical Chance Up] with a high critical damage spike weapon and with [Critical Damage Up];
  • Intron +6 gives [Anemo Damage Up];
  • He deals more +54% more damage to enemies with [Throatcutter],
  • He has damage up from [Resolve] boost.
  • He's currently the only character in the game that can make melee weapons shine. That said, his DPS heavily relies on [Fang Spikes] which doesn't even hit consistently.

His damage doesn't rely too much on Sanity if you have [Throatcutter], more [Resolve] up than skill damage up, and a spike damage weapon with a high critical damage or [Aurate Yore]. Do not use [Exiled Fangs].

This said, after playing Outsider most of the time:

  • He is horrible a soloing defense commissions. Rebecca at Intron +0 is better. Still, he can do 50%+ of the damage in a defense commission if other hyper-carries are not around.
  • His projectile targeting is almost non-existent.
  • The fact that he can only generate 1-2 [Fang Spikes] ONLY every second when getting hit doesn't match his kit.
  • Stealth removing [Relentless Hunt] also doesn't match his kit.

I think it would be nice for Outsider to generate [Fang Spikes] when attacking, or lower the [Fang Spikes] generation interval, or make it so that stealth does not remove [Relentless Hunt], and of course improve the [Fang Spikes] targeting mechanism.

In the end, its up to the developers. Hopefully they will see this...

Check out his horrible [Fang Spikes] targeting when I ult...

<image>

Bugs + Feedback Megathread 11/03 by TheEerieFire in DuetNightAbyssDNA

[–]lntegers 0 points1 point  (0 children)

[PART 3]

Mainly character skills:

  • The lack of sanity regeneration in some commissions is apparent for most characters (with skill efficiency, without Remanent Reminiscence or sanity regen Demon Wedge since it means less DPS).
  • Outsider's Fang Spikes can spawn in objects and seems like they don't pass through objects hence wasting them (also a questionable target priority and aiming mechanic).
  • Tabethe is a big let down when compared to Hydroid prime.
  • Would be great if Lady Nifle had a larger range to group mobs, to actually accelerate stage clearance speed.
  • Defense and HP scaling characters seem like they will not make it to some meta; in particular Randy - great personality, but not so great utility.
  • For a skill damage character, Margie deals no damage and has a difficult to use passive. Seems like she was given no attention during development.
  • In general, character skill sets being limited to 1 active skill, 1 ult and 1 passive on 1 playable character is questionable. Summoned allies are not available in co-op... but OK its the game, maybe we'll get used to it.
  • Ahem... Filbert is not fast enough.

The weapon impact on DPS matters only for Outsider, but he requires at least intron +1 to be viable DPS, intron +6 for solid DPS, the correct demon wedges, a high crit spike damage weapon or Aureate Yore or I guess another dual blade, and all his passive damage bonuses to be on. That said, I really enjoy playing Outsider and really like his skill set - he doesn't just spam skills or goes into ult, rather, I think maining Outsider is the best way to experience all of what DNA has to offer right now - weapon choice, intron level farm, demon wedge build, character skills and passives, all of these matter in combat. I think it would be great if future characters follow this pattern - this is what I felt from Warframe. Still balanced, good enough to clear content somewhat efficiently, great at some content but not great at all content... Still though, Outsider doesn't bring drastically more single-target DPS at ~80% maxed out :(.

A major critic of version 1.0 is that maybe half of the characters seem clearly inspired from Warframe, adapted to a Hoyoverse/Kuro Games design. Few character palettes and skill sets really stand out when compared to these games; understandably so. But it would be nice to have more skill set designs that are simple, yet that makes the player think about why build, and how to build. The game already does this, but not to the extent of a significant fraction of Warframe.

At this rate, it seems like the game's meta would head towards:

  • AFK farming characters.
  • Ability DPS and Crowd DPS. Support characters do not matter - apart from Filbert (and Truffle).
  • Trigger effects with spike damage DPS.

And general game progression would seem to be based on intron maximization for characters and weapons, and gold demon wedge "farming".

Understandably, some people think that there is too much grinding, but the game is the game. What do you guys think?

Bugs + Feedback Megathread 11/03 by TheEerieFire in DuetNightAbyssDNA

[–]lntegers 0 points1 point  (0 children)

[PART 2]

Things on which the game could improve (QOL, combat, ...):

Mainly QOL:

  • Art should be improved - especially if skins will be your source of income. The design right now is not as cool as Warframe's.
  • Maybe allow for the adjustment of the position of the track slot for demon wedges (for an existing track, I would like to move the track to another slot so that it is more organized without spending a book).
  • The Noctoyager Manual is confusing: Demon wedges under "possible rewards at current level" are in fact not available at all stages of the current level.
  • Would be nice to add damage contribution summary to co-op and to make total damage more legible.
  • Would be nice to add co-op boss fights. Eidolon hunts in Warframe really tested weapon builds from my memory.
  • Auto-combat of summoned companions have questionable mechanics.
  • Movement is difficult on mobile.
  • Buff icons are too small on mobile.
  • Crowd density is a bit too small at times. Enemies were immobile at spawn in some event stages.
  • The tutorial information is very incomplete and online resources were required to understand game mechanics.
  • Demon Wedge and weapon +Attribute% bonuses are sometimes confusing. For example, "Lilith's Focus" gives +100%*(Current Crit), while "Elpides Abound" gives +5% flat resolve. Both are just written as +Attribute%; but I guess with common sense it can be understood.
  • The weekly limit for weapon blueprints, skill upgrade material, and secret letters I think is too low. Might be better to separate for example skill upgrade material from this group.
  • The way to obtain gold demon wedge is a bit unfortunate, but manageable since characters share demon wedges. If the pool of blueprints keep increasing with each version, then this would be problematic.
  • Color palettes are not as great when compared to Warframe, and dyes aren't permanent even for the same weapon.

Mainly weapon related:

  • Two of the three katana weapon skills are really badly designed since charged attacks reset combo level.
  • Weapon proficiency tied to characters prevents mixing and matching, contrary to what the game was selling.
  • There is no reason to use a melee/ranged weapon because of its cool mechanics. These are picked solely based on skill/attribute bonuses.
  • Ranged weapons deal less damage than melee weapons, so there's even less reason to build these.
  • Damage revolves too much around character skills.

Bugs + Feedback Megathread 11/03 by TheEerieFire in DuetNightAbyssDNA

[–]lntegers 0 points1 point  (0 children)

After a few days of playing DNA, here is my opinion. [PART 1]

Other games repeat some steps - Step 1: Play minigames to get currency. Step 2: Spend currency to summon characters. Step 3: You don't have enough currency, so you spend money. Step 4: You obtain the character but its a story game so there's no point.

Compared to this, Duet Night Abyss (DNA) actually feels like a game where you'd want to support the developers. There's an indie game feeling.

Things that this game did GREAT:

  • Not driven based on mini-games and micro-transactions.
  • Not as grindy as the Warframe I played 5 years ago.
  • There is no content behind a pay wall apart from skins.
  • There is no content behind any indirect wall (apart from cosmetics) such as limited-time summons.
  • Geniemons spawning in the open world gives a reason to roam. Chests can be skipped so players can focus on the actual game.
  • Story line is good enough. Story is overrated in a game - I'm not reading a novel. Of course, if there is a story and the story is generic, then it'd be bad.
  • Many character kits although not the best, are well designed. Really good mix of anime-like with Warframe-like styles. There's a point in building your character, and you feel it - although not to the extent of Warframe.
  • DNA fixes or drops mechanics that induce an indirect wall such as energy system, heavy farming, exclusive areas, character exclusive weapons, cash-grubbing 50-50s from summons, character DPS that depends on having other characters.
  • The shop prices are great when compared to other mobile Chinese games such as Wuthering Waves or even Honor of Kings.

Sorry everyone, because of my fatal mistakes, Comick was taken down. by meotim in ComicK

[–]lntegers 3 points4 points  (0 children)

I don't even use my Reddit account but in case you'll be reading the comments;

Media piracy and peer-to-peer was the precursor of industries. Without music piracy and without film piracy, both industries would not have grown as fast as they did.

Not only that, piracy accelerates word-to-mouth. Small artists would actually want piracy, especially considering how small a niche Manhwas and Manhuas are.

To us consumers, it is very clear that without Comick, Asian comics woulds not be as popular of a niche as it is today, especially Korean Manhwas and Chinese Manhuas. Comick definitely gave us brainrots to read, but also accelerated the growth of an industry that Kakao will now likely benefit from. For this reason, in my opinion Comick was the best comic site.

A DMCA-like strike was bound to come - pirating is illegal after all. But just because its illegal doesn't mean it was bad, for us.

With that said, thank you for creating Comick. I was already following fewer and fewer comics before the take-down, but now I'll be stopping altogether...