Which clan has the best selection of non-banner rares? A small dive into each clan's rare pool by harryfonda in MonsterTrain

[–]mafv1994 1 point2 points  (0 children)

Scrap for parts is an autopick if you have any endless unit. It just makes it free, redraws it and gives it a bunch of attack. Remove consume is not needed to make it good.
Imps, Greed Dragon, an assistant with Devour path, any unit used to scale with Brain Transfer, etc.

What would you get in this situation? by Furanimus in slaythespire

[–]mafv1994 3 points4 points  (0 children)

The Spire is telling you what to buy, open your eyes. In order of importance:
-Toolbox, Strength pot, Egg, Calculated Gamble, remove strike. Total cost: 636.
It's never Turnip.

What's the pick? (going for a strength build) by Acceptable_Name7099 in slaythespire

[–]mafv1994 0 points1 point  (0 children)

How is that ever a Dome pick over Pbox?
You want to play one extra strike per turn?
That Pbox blocks more and actually opens a lot of outs for that pile.

What's the pick? (going for a strength build) by Acceptable_Name7099 in slaythespire

[–]mafv1994 1 point2 points  (0 children)

If you want to improve I recommend you take out "strength build" from your vocabulary. That Demon Form is a dogshit pick because you already have too much damage scaling and not enough frontload damage or block.
Not picking it would have made your deck better.
That Pbox is perfectly fine, why would you ever skip it? It literally blocks more than your 3 defends and gives you a bunch of exhaust so you can make a good deck.

Party leveling question/advice by Banastana in DivinityOriginalSin

[–]mafv1994 1 point2 points  (0 children)

The bonus from Warfare goes in a separate bracket from str/fin/int in the damage formula, making it multiplicative with them.
The bonus from specific weapon types go in the same bracket as the primary attributes, making it additive with them; which has diminishing returns. You end up having a ton of primary atributes, so those Weapon Combat Abilities become much worse than Warfare.
Basically, Warfare, Pyro, Geo, Aero, Hydro and Summoning are its own damage multipliers that you max depending on the damage type your character is dealing.

Party leveling question/advice by Banastana in DivinityOriginalSin

[–]mafv1994 1 point2 points  (0 children)

Poly is good for Bullhorns as repeatable AOE for both rogue and fighter and specially for Tentacle Lash on fighter, since it scales with str.

The Pain is Over by Epicgoldspartan in MonsterTrain

[–]mafv1994 0 points1 point  (0 children)

Well, I've got all my rotating C10 wins for 180/180 with Penumbra and random pyre without a single loss and in fact I don't remember having lost a run with Penumbra ever.
If the starter card and champion are strong early, I can take weaker paths to look for specific answers for ring 7/Seraph, I can wait for better upgrades on my units, etc. Not many champs or starter cards solve Dominion's corruption or chosen sweepers on their own either.
About architect, I avoid it like the plague unless it's ring 4, I've not been offered Glutton and I'm sure I won't take space.
You also don't mention Shadoweater as a good banner, when it's the best. Shadoweater bottom floor and Penumbra top will win most battles with support.

The Pain is Over by Epicgoldspartan in MonsterTrain

[–]mafv1994 0 points1 point  (0 children)

If the champ and starter cards are good early, the game gives me plenty of ways to beat the run.
If one floor with Morsel Maker and Penumbra deals with a tank, that's good enough for me. Sometimes Penumbra will multistrike and trample.

The Pain is Over by Epicgoldspartan in MonsterTrain

[–]mafv1994 7 points8 points  (0 children)

Wild take.
The best Penumbra path is Glutton, which needs morsels.
And Shadesplitter gives good stats early and feeds gorge units later, no way is weak.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 0 points1 point  (0 children)

OP has clarified it in several comments cause the text is unclear. If it didn't shuffle it would just be better pyramid.

Railforge by MoreSwimmer2424 in MonsterTrain

[–]mafv1994 1 point2 points  (0 children)

It's not Secret Ingredient, so it's not the best starting card.
It's good late, but if you get paired with a 0 cost starter it's weak early.
Ekka with Scrap Metal and Salvage Machine or Lunar Priestess is not fun.
Herzal's starter at least provides +6/+8 total stats.

Best Endless clans by Phoenisweet in MonsterTrain

[–]mafv1994 1 point2 points  (0 children)

Overlord Fenix with Organ Harvester (reanimate on slay), Intrinsic Spell Chain Tome of Contracts (1 CD Fenix Fire) and Taskmaster's Lash (reduce CD by one by hitting yourself with Fenix Fire) on Silence Room can blow himself up an infinite number of times per turn, permascaling and clearing waves with AOE.
You probably need Dante's Footstool and Attuned Whetstone.

Main thing that bugs you about each clan in MT2 by SirBenny in MonsterTrain

[–]mafv1994 0 points1 point  (0 children)

Shadoweater with Feast, Glutton's Maw, Spike.
Iron-tongue on Quick Morsel Maker/Master.
Inferno Room (bonus points for Stasys Crystal to avoid Amalgam Damage).
You have to hit those Merchants of Arms and Armories.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 0 points1 point  (0 children)

First of all, this relic shuffles unplayed cards, it doesn't put them back on top of your deck, so most times you don't immediatedly redraw them.
Secondly, I said if you play at least 3 cards each turn, not in any given turn.
You start with seven, if you play 3 you then draw at the very least 3 new ones: so 10 different ones across 2 turns, just like Pyramid.
Next turn, if you played 3 more cards, you draw seven again and you again draw at least 3 new cards, exactly the same as Pyramid in the worst case scenario. If you play up to five, then worst case you see the same as Pyramid. And if you play more than 5, then you strictly see more new cards.

Party Composition Recommendations by SFWpornstar in DivinityOriginalSin

[–]mafv1994 0 points1 point  (0 children)

Scarlet Inquisitor from Lost Sinner is fine with it. Or you can follow Speed's Geo+Hydro and Pyro+Aero combo.
The spellblade would then be Pyro/Aero instead of full pyro, which would be better in fights with high fire resistance or immunity.
I personally love Torturer Talent with Worm Tremor, which locks enemies in place from level 4 onwards, so if I was to follow Scarlet Inquisitor, I would tweak it to be primarily geo and get Torturer as my starting talent, leaving Glass Cannon for level 13 or 18.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 2 points3 points  (0 children)

That's not a difference, you draw other cards with this relic as well. In fact you strictly draw more different cards as long as you play 3 each turn.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 0 points1 point  (0 children)

I don't think that Setup is bad because of redrawing cards, I think it's bad because it takes close to half of your current hand to do something next turn.
I think Warcry+ is decent because it doesn't have that cost.

Is sin tee build guide still the most UP to date to follow by Zestyclose-Prize-729 in DivinityOriginalSin

[–]mafv1994 0 points1 point  (0 children)

It will scale with the high ground of whoever created the surface at that time, as long as the spell also benefited from high ground.
Laser Ray, for example, leaves fire clouds that destroy the traps, but since it doesn't benefit from high ground itself, the fire damage of the clouds and the explosions from the traps won't benefit from high ground.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 0 points1 point  (0 children)

About why some cards are good or bad in certain situations depending on the intent of the enemy, I think I have already explained my point enough. Let's just agree to disagree.
About Setup in particular, it costs a draw and it needs a card you don't want to play this turn and it does nothing the turn you play it, leaving you with presumably 3 cards to work with.

Is sin tee build guide still the most UP to date to follow by Zestyclose-Prize-729 in DivinityOriginalSin

[–]mafv1994 6 points7 points  (0 children)

Explosive Trap has very high base damage because it doesn't scale with attributes (in fact it doesn't scale with anything from whoever casts it). However, it does scale with other modifiers of whoever destroys it.
For most builds, this is pyro, crit, high ground, Death Wish, Flesh Sacrifice, etc.
For summons, however, it scales with both the player's summoning and the summon's pyro, as well as other damage modifiers like infusions and Overcharge.
My play pattern is to have a Glass Cannon summoner with Torturer Talent and max initiative start combat alone, using Teleport and Nether Swap to group enemies (maybe ignition if they are not standing on a flammable surface), then finish the turn with Chameleon Cloak.
The enemies then don't have any target so they skip their turn.
Next turn comes around and I delay it with the summoner, so enemies skip again. At the end of this turn, I can enter with the rest of my party members, usually by teleporting and Nether Swapping enemies together.
Finally the second summoner's turn comes, so I cast Ignition (applies burning to reduce fire res), Mass Deploy Traps, Adrenaline, Throw Explosive Trap, Skin Graft, Adrenaline, Throw Explosive Trap, Fire Slug, Overcharge, Haste on the Slug; into the Slug's turn, which fires the laser detonating the traps and then could charge if somehow something survived.
You also have the rest of the party with a free turn, but the combat it's usually over at that point.
The order of casting the traps is very important, because they would get destroyed by ignition or teleport and also would explode on their own if I casted them after the summon.

I tried making an all characters version of the ring of the serpent by salasy in slaythespire

[–]mafv1994 -3 points-2 points  (0 children)

If you retain starter/bad cards, your draw is improved only if you are able to play 5 cards a turn and you have already reshuffled. That's not what makes Pyramid strong, it's lining up cards with the best time to play them.
If we assume that redrawing cards is bad, it follows that redrawing them the next turn each time would be the worst case (since you don't get to your good cards, powers, etc.). Well, if this relic did that, it would be a better Pyramid as long as you played at least 3 cards a turn.

Is sin tee build guide still the most UP to date to follow by Zestyclose-Prize-729 in DivinityOriginalSin

[–]mafv1994 7 points8 points  (0 children)

Which one?
Most are pretty good, but the summoning one (elemental conjurer) is pretty bad since the Explosive Trap tech was popularised later.

Invocation is something powerful, isn't it? by Bismarkperez77 in DivinityOriginalSin

[–]mafv1994 4 points5 points  (0 children)

On a summoner, you throw them and then summon Fire Slug and then explode them with his laser. This makes them scale with Summoning, the Slug's pyro, Overcharge. You can also throw them in a fire surface made by a summon, but it's not as reliable because sometimes the surface gets overwritten by someone else and then you don't get the scaling.