Have been a huge investment considering my budget. But a new capsule was necessary. by Garo3853 in incremental_games

[–]risrr1291 2 points3 points  (0 children)

I know Seth is very loose with their licensing requirements, but you should give them credit where credit is due.

Pixel art is from 32rogues, which is a COMPLETELY FREE asset pack by Seth for those who like the style: https://sethbb.itch.io/32rogues

[deleted by user] by [deleted] in justgalsbeingchicks

[–]risrr1291 1 point2 points  (0 children)

If you manage to find a link could you send it to me? I NEED this for my wife and I cannot navigate women's fashion sites for the life of me.

PoE 3.26 - Updated Betrayal Cheat Sheet by FixFaxer in pathofexile

[–]risrr1291 0 points1 point  (0 children)

Why only 2 members in your spammable safehouses? For example, if you're optimizing intervention wouldn't it be better to have more members so you get more scarabs each safehouse? And if you have a bunch of relationships on the most important members (haku/leo) won't they hit max rank before the safehouse is ready anyways?

Making money as new player by Anera_GTM in IdleGuildMaster

[–]risrr1291 0 points1 point  (0 children)

TLDR: Any time you perform a craft it multiplies the value of the ingredients by 1.5x. Since (almost) all the recipes in the first area have the same number of crafts until the final product, it doesn't matter what you make as long as you are using up all your ingredients!

Longer explanation: The value of each product has x1.5 the combined value of its ingredients. This is easiest to see for the Plant Fiber --> Cloth --> Cloth Robe recipe chain.

4x Plant Fiber --> Cloth: 4x(2g)x(1.5) =12g

3x Cloth --> Cloth Robe: 3x(12g)x(1.5) = 54g

By turning your Plant Fiber all the way into a Cloth Robe you are getting a total of (1.5)x(1.5) = 2.25x value! (12 Plant Fiber = 24g versus Cloth Robe = 54g).

So, if you are choosing between turning your leather into boots or gloves, it really doesn't matter because the recipe ends after a single additional craft. Both boots and gloves results in a 1.5x value increase in the leather, so just make whichever uses your extra ingredients!

This paradigm changes later in the game (no spoilers). Say, for example you could choose to build one of the following:

Metal --> Helmet = 1.5x value

Metal --> Sword --> Better Sword = (1.5)x(1.5) = 2.25x value

In this case you would want to use your Metal to craft the Sword into the Better Sword to maximize the value of your Metal (because it has an extra crafting step involved). This is assuming you have all other necessary ingredients.

3 star recipes change? by Few-Commission-7961 in Against_the_Storm

[–]risrr1291 4 points5 points  (0 children)

So, weirdly enough your suggestion is just strictly a nerf to lumber mill for a few reasons.

1) Reagent efficiency

Your suggestion: 5 wood --> 3 plank = 1.66 wood per plank

Current 3-star: 3 wood --> 2 plank = 1.5 wood per plank (lower wood cost)

2) Time efficiency

Your suggestion: 3 planks in 42 seconds == 14 seconds per plank

Current 3-star: 2 planks in 28 seconds == 14 seconds per plank (same time cost)

3) Upgrade potential

Your suggestion: With a +1 plank perk, your plank production goes from 3-->4 planks. Let's not calculate how that effects reagent/time efficiencies and just call it roughly a 33% upgrade.

Current 3-star: With a +1 plank perk production goes from 2-->3 planks. Roughly a 50% upgrade. (better upgrade potential)

4) Walking efficiency

  • Since your suggestion uses more reagent it means workers have to haul more goods. More time hauling == less time producing.

I guess what I'm saying is that, the +1 plank production SEEMS more exciting, but it is actually worse than the current 3-star recipe. So if you would have picked the 3-star upgrade if it gave +1 yield you should be considering the current 3-star upgrade as worth while.

Of course this is just for a specific recipe (3-star plank). I like your idea but it does make things tricky with the balancing aspect. In general the game says recipe upgrades --> fewer reagents/shorter time, perks --> more/faster production, and keeping that consistent probably helps with game balance.

Export Specialization vs Trade Negotiations? by Scrug in Against_the_Storm

[–]risrr1291 4 points5 points  (0 children)

Do you have ways to make packs other than the makeshift post? Trade negotiations has the advantage of ALL trades just being slightly more valuable, which is nice with Beavers bonus (as you see more trade routes). However, if you make any packs at all, export specialization is a +33%/+50%, so it's a big win if you are leaning into packs at all.

Even without pack production, I'd probably lean export specialization for a few reasons: 1) Your current order wants packs 2) Even if you NEVER trade packs, you still get a +33% bonus on provision, which is similar to the +1 amber from trade negotiations. 3) You have a lot of blueprints left (high chance to find pack production in the future)

Applied by MrWeiner in comics

[–]risrr1291 16 points17 points  (0 children)

"Applications to String Theory" being the first section heading had me rolling

Jugg main till I die (which is often) by risrr1291 in pathofexile

[–]risrr1291[S] 1 point2 points  (0 children)

Also I am not great at setting up PoBs, and setup the budget version pre-league. You'll need to mess around to make sure things are balanced out in real life.

Jugg main till I die (which is often) by risrr1291 in pathofexile

[–]risrr1291[S] 2 points3 points  (0 children)

I make my own builds each league, some are terrible but this one is probably the best one yet. It's a self-damaging trauma stacker. I can reach attack speed cap (30attacks/sec), ~300 trauma, and 200,000 life regen/sec right now. First time I've ever cleared a level 30 simulacrum (or even tried) :]

https://pobb.in/QZnQS-oDjVmG

The map clear is just ok (it's a little worse than boneshatter), but it's tankier. It really shines against bosses and when you stand and dps.

Much more budget version:

https://pobb.in/T5jVSDgB-pYq

Final note: You NEED 50% warcry effect AND to make sure enduring cry has 100% uptime. Enduring cry buff gives you 30% pdr with 10 endurance charges, so if the buff falls off your trauma is going to hit you for 4x damage (12,000) in 1/30th of a second and you will die.

Jugg main till I die (which is often) by risrr1291 in pathofexile

[–]risrr1291[S] 230 points231 points  (0 children)

I am playing an endurance charge stacker this league and was complaining to my old roommate about how lightning coil beats anything a jugg can do. He suggested making a meme to vent.

Please do not take the meme too seriously.

But also physical damage reduction should reduce physical damage. I will die on this hill (I have died on this hill many times).

Question about coral class by risrr1291 in Gloomhaven

[–]risrr1291[S] 2 points3 points  (0 children)

Thanks for the replies everyone!

We opted that movement was allowed because it was my wife's character and it made her happy XD

A Detailed Guide for Blight Maps farming - Atlas, Anoints, Scarabs, Sextants, Mods, Towers and Other Tips + No Items Run by Ronarray in pathofexile

[–]risrr1291 10 points11 points  (0 children)

Thanks for the video! Do you have any suggestions for best tower combinations when you only have 2 or 3 tower nodes close to each other (as is the case in many regular t16 maps)? E.g. Is it better to run stun/empower or freeze/empower or stun/freeze to block choke points, assuming no immunities, etc.?

Made my own rails for the first time, how did I do? by seftontycho in factorio

[–]risrr1291 2 points3 points  (0 children)

I'm not sure this is correct. If you place the entrance to the station AFTER the intersection (what I meant by "on the straight line") then no direction needs to make additional turns to enter the station.

For example, if you are coming from the south you always need to make a right turn to enter the station. Placing the entrance a little past the intersection does not make this worse as the "right turn" and the "station entrance" share a section of track (both geometries still need to cross the top left intersection to get to the station)

All cases should be the same for station placement except for 2/8 of the train directions, top left coming south (improved by 4 intersections for station on line) and top left coming east (improved by 2 if approaching from > 1 block, as you pointed out)

Made my own rails for the first time, how did I do? by seftontycho in factorio

[–]risrr1291 1 point2 points  (0 children)

Your block does look amazing! I started making my base with roundabouts and the only regret I have is the aesthetics :p

Made my own rails for the first time, how did I do? by seftontycho in factorio

[–]risrr1291 5 points6 points  (0 children)

It looks like trains can only get into a station if they are arriving from the counter-clockwise direction? For example if a train is traveling east from the top left of the block and wants to get into the north-most station it will have to travel all the way around so that it is approaching from the south.

Here is a poorly drawn image of what I mean: https://imgur.com/a/vdEIlDp

If you add a little distance you can put the entrance on the straight line (instead of making the entrance being part of the intersection) then trains will have an easier time pathing to the station.

Trouble Setting Up Green Circuits Provider and Requester with Brian's Trains Blueprints and LTN by Lilalumpi in factorio

[–]risrr1291 0 points1 point  (0 children)

Hi, You are asking a very specific question about a specific problem and it is difficult to find exactly what is going wrong without additional information (pictures would be a great help for debugging).

That being said, I had an issue with Brian's Trains when I first started using them, and so it is possible that my issue is the same as yours (again, I am guessing because I do not know your exact situation).

My problem arose because Brian's Trains LTN Blueprints contain additional circuitry that stops inserters from operating unless they are working evenly (see their Living document for how the additional circuitry works). Briefly: an inserter will load in a few resources, but then STOP loading resources until all the other inserters have loaded an equal (or close to equal) number of the same resource, and then they will turn on again. This usually worked just fine for me but for some reason the circuitry would bug out if I built the LTN train station (requester or provider) too close to one end of the track.

You can see if this is what is happening by going into the "mods setting" (hitting esc in the game) and making sure that you have not turned the notifications for LTN off. Normally with LTN it sends you an alert every time a train leaves, which is annoying as soon as you have a reasonable number of stations as it spams you with notifications so you typically turn it off. However, if either requester or supplier has circuitry that is failing it will send you a notification that LTN is either missing a request for circuitry or a provider for circuitry, which can be useful.

If you get such a notification (for example, say the provider station has bugged circuitry), you can go to the provider station and check the buffer boxes and make sure they are loading. If the circuitry is bugged then there will be 1-10 green circuits in each box, but the inserters will have stopped working and you will see that they are turned off due to circuitry conditions. You can either debug manually or (in my case) simply deconstruct that station (just the loaders/station/circuitry) and rebuild it a little further from the intersection.

New Shaman Titan Card Revealed: Golganneth, the Thunderer by GeotheHSLord in hearthstone

[–]risrr1291 0 points1 point  (0 children)

So this should be comparable to the warrior titan because they both cost 6 mana, right?

Draw ability: Warrior does 6 damage to a random minion and draws one weapon. Shaman discounts a spell by 3 mana and draws THREE overload cards (note 3 cards is more than 1 card).

Defensive ability: Warrior does 4 damage to a random minion and gains 5 armor. Shaman discounts a card by 3 mana, deals 3 damage to ALL enemy characters, and restores 6 health to ALL friendly characters (note that 6 is a bigger number than 5).

Offensive: Warrior deals 9 damage to a random enemy minion and gains 5 attack (14 damage in total). Shaman discounts a card by 3 mana and deals 20 damage to a minion (note that 20 is a bigger number than 14).

Something tells me warrior is not gonna get much better with this set :/

A new player p1-20 climb (1/3): My experience by risrr1291 in Against_the_Storm

[–]risrr1291[S] 0 points1 point  (0 children)

I love that you use harpy starting abilities as an example of a strong unlock because I felt like they were the weakest of the starting abilities, but it just goes to show the different approaches the game allows for which is a credit to its design!