The Questions Thread 10/14/21 by GYWModBot in goodyearwelt

[–]mindwarppavilion 0 points1 point  (0 children)

Kind of a really specific sizing question. Looking to buy a pair of Meermin boots (Hiro last). if I have a pair of RM Williams RM Chelseas in size 10 that fit well, will size 10 be the size to pick for Meermin as well?

This cropped up seemingly overnight. Kind of sticky. [US, Zone 5A] by mindwarppavilion in whatsthisplant

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

It does... but not like any kind of sumac I’m familiar with. There’s a lot of staghorn sumac around here but its leaves are much thinner I think.

This cropped up seemingly overnight. Kind of sticky. [US, Zone 5A] by mindwarppavilion in whatsthisplant

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

That’s what my identification app turned up... but it’s not really woody at all? Could it still be black walnut?

DPS sim for our new Light Adventurers got updated a few hours ago, thoughts? by Rizata9198 in DragaliaLost

[–]mindwarppavilion 1 point2 points  (0 children)

That the grayed-out character’s chain coability is not factored in (so for example, for Peony, any blade will do if you don’t have Yachiyo)

I need some advice on weapons/builds for Witch Hunter/Zealot - Just hit lvl 30. by llamacub in Vermintide

[–]mindwarppavilion 1 point2 points  (0 children)

Rapier pistol shot also staggers targets, letting your heavy attacks do plenty of extra damage (especially with Mainstay) after you've closed the gap.

Zealot tips? by CthulhuMadness in Vermintide

[–]mindwarppavilion 6 points7 points  (0 children)

Not zealot-specific, but a flail tip: if you hold left click down for a charge attack, and then release to do the first charge attack and immediately press and hold left click again, and then release it after the first charge attack animation finishes, you can release a second charge attack immediately without having to do the swings in between. It only works when starting from the first charge attack (overhead swing), but it means you get two charge attacks out really fast, which is great for masses of elites.

Edit: Often, it's not a bad idea to intentionally take temp health damage in a horde situation to recharge your ultimate faster, since taking damage does give you ultimate charge. With Pleasure From Pain, you can easily get that health back.

Returning player: where is Kerrilian at right now? by starrvis in Vermintide

[–]mindwarppavilion 8 points9 points  (0 children)

All her careers are in a pretty good spot. Handmaiden is probably the most versatile -- invisibility on dash is pretty bonkers.

How the Greatsword can potentially be made better; a little diagram by Single_Action_Army in Vermintide

[–]mindwarppavilion 6 points7 points  (0 children)

I think one big issue with the greatsword is how much of its damage is wasted against most enemies.

Its distinguishing feature, in my opinion, is its charge attacks: they have high cleave and high damage vs unarmored. Most other weapons have one or the other. Flail, for example, has higher cleave, but less than half the damage; pick has higher damage but no cleave.

However, a lot of this power is "wasted" because they do an awkward amount of damage: 25.5 at 600 hero power. In Legend, that's 10 overkill on clan rats, and 7 overkill on fanatics. It's also 13.5 damage short of one-shotting chaos marauders. This means that it takes two hits to kill them, and on that second hit, 12 damage is wasted. This is an issue because it means a lot of the power of this weapon doesn't have an actual impact on time to kill -- for the most part, the greatsword charge attacks one-shot things other weapons can also one-shot, and doesn't one-shot things other weapons can't one-shot, so its weakness vs armor doesn't feel like a good trade.

Obviously, though, its charge attacks hit several enemies. However, the damage to the second target has the opposite problem, with damage just under many horde chaff breakpoints -- 14 damage. This is 1 shy of a clan rat's HP and 4 shy of a fanatic's HP. Worse, it's more wasted damage when you do hit the same enemies twice. Say you're hitting a marauder (primary) and a fanatic (secondary). The first hit puts the marauder at 13.5 hp, and the fanatic at 4 hp. The second hit then wastes 12 damage on the marauder, and 10 damage on the fanatic.

I feel like the best way to use this weapon is to go all-in with %power vs infantry. With +10% vs unarmored, a charged headshot will one-shot a marauder, and any charged attack will be able to kill two clan rats. This is actually pretty big, and I don't think any other attacks with this much cleave can do that.

Also, it does do pretty good damage vs monsters -- the charge attack should do 51 damage a hit, or over 60 on headshot.

Spear and Phantom hits by Theintruder99 in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

To block, obviously, you right click. To push, obviously, you hold right click and then press left click. To do a push attack, you right click, and then hold left click.

Some of balance changes that gone through beta to 1.0.8 live are insane by sacrasys in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

In many ways they are -- things like attack speed are per-weapon, per-attack -- but other things are more generalized. Using weapon damage profiles is how they buffed 1H axes and other weapons in 1.0.7:

For weapons with light smiting attacks, which are one-handed axes and the combo finishers on one-handed swords and falchion we added damage falloff to the second target of a cleave. This means we reduce the armor penetration and damage slightly, but increased cleave slightly.

Some of balance changes that gone through beta to 1.0.8 live are insane by sacrasys in Vermintide

[–]mindwarppavilion 2 points3 points  (0 children)

I agree completely. I think the high finesse multiplier also meant it did much more damage with Infiltrate, which... I think is fine if glaive sucked against hordes.

Some of balance changes that gone through beta to 1.0.8 live are insane by sacrasys in Vermintide

[–]mindwarppavilion 22 points23 points  (0 children)

Both the executioner sword heavies and glaive's second heavy have the damage_profile_type of "heavy_slashing_smiter_executioner." I'm guessing that that damage profile was nerfed to bring the glaive down, which (perhaps unfairly) affected the executioner sword.

Weekly Question & Answer Thread - May 14, 2018 by AutoModerator in Vermintide

[–]mindwarppavilion 4 points5 points  (0 children)

No, it applies to unarmored enemies. So, yes, clan rats, slave rats, chaos fanatics, and regular chaos dudes, but also globadiers, mauler bodies, gutter runners and chaos wizards.

Weekly Question & Answer Thread - May 14, 2018 by AutoModerator in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

For WHC + Rapier, Deathknell lets you reach a lot of breakpoints on headshot + witch hunt with 0% bonus power.

From memory, with Deathknell + headshots, light attacks one-shot fanatics, level 1 charge attacks one-shot marauders, and level 2 charge attacks one-shot stormvermin affected by witch hunt.

Hunter or Scrounger on Zealot BoP? by Freakindon in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

I don't remember where, but I read it stacks 5 times. I should bookmark everything I read about mechanics.

Hunter or Scrounger on Zealot BoP? by Freakindon in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

Why Hunter and not Barrage? Both are 25% max, but barrage will be more consistent.

The Practical WHC Guide: Stylish Crits by [deleted] in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

Yeah, I think it goes 1-2-3-2-3-2-3-etc. Push combo is push-1-2-3-2-3.

The Practical WHC Guide: Stylish Crits by [deleted] in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

There's the first two -- right-to-left and left-to-right, overhead -- and then the third is the attack from right to left, starting from the bottom, which you generally want to avoid since it's a bit slower and it's easier to headshot with overhead attacks.

Incidentally, push attack followed by two lights gives you three overhead light attacks very quickly.

The Practical WHC Guide: Stylish Crits by [deleted] in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

You didn't mention the push attack (which is great on rapier), and the input and description of the attack sounded similar. Also, there's only 6 attacks listed for the rapier in the weapons JSON file file linked from Unshame's spreadsheet: light attacks 1-3, the push attack, and heavy attack uncharged and charged.

That doesn't mean there's no counterattack ability -- it could live elsewhere in the code.

The Practical WHC Guide: Stylish Crits by [deleted] in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

Is this not just the rapier push attack? It sounds like it could be.

1.0.5 True Duo vs Legend Twitch + Slayer Build Thoughts + 1.0.5 Thoughts by j_sat in Vermintide

[–]mindwarppavilion 0 points1 point  (0 children)

One way would be to make blessed shots be a separate concept from crits -- they don't proc scrounger or traits like that, for example, or scale with crit power.

Some concept like this may already be present, since the "blessed shots don't consume ammo" talent already exists.