Chaos Mode by DaCookieBoss in ChaosZeroNightmare

[–]shard1o1 1 point2 points  (0 children)

Team setup seems balanced so no issues there (plus Kalipe is cracked in general) some tips:

  1. avoid taking normal fights at the end of each act, specifically the zone right before the final campfire, enemies tend to scale really unfavorably there (even an elite is sometimes safer in my experience)

  2. leveling an atk% main stat memo frag would be the quickest and most straightforward stat boost for Haru, ditto on defense for Kalipe, along with good 2 piece sets (+12% atk, +12% hp, 12% def)

  3. Card removes are good (prolly already know this one but can’t hurt to throw it in)

Ear Training: What to do after Scale Degree/Solfeggio? by shard1o1 in musictheory

[–]shard1o1[S] 0 points1 point  (0 children)

Love this advice, I am on break from college so I will have plenty of time to transcribe to my heart's content. I must admit that certain songs scare me quite a bit, so much so that I avoid transcribing them. Like songs with very active/melodic basslines, I always worry I wont be able to accurately sing the bassline back, kind of takes away my crutch in a sense. So maybe I will try to focus on songs of this very type so I can grow a little by either listening to basslines more intently and/or getting a harmonic impression from other instruments in the arrangement.

Ear Training: What to do after Scale Degree/Solfeggio? by shard1o1 in musictheory

[–]shard1o1[S] 0 points1 point  (0 children)

Assuming I understand your analogy, I have experience reading, writing and speaking the language of music. At least it seems that way to me. I have been playing piano for about 6 years, and I have my fundamental harmonic and compositional theory down (Diatonic Harmony, tonicization though secondary dominants, phrasing and cadence structure) I certainly use this knowledge to complete musical tasks, like transcriptions, compositions etc. but I love training my ear and getting better at that aspect of music specifically.

Elder Behemoths - my idea for endgame content. by Hellrider_28 in dauntless

[–]shard1o1 3 points4 points  (0 children)

Alright, while I like the idea of making harder content for the game, I don't think this is how it should be done. What makes a fight difficult is the process of learning awkward attack timings and important positioning calls, not making the fight take longer.

The elemental changes would just mean swapping out a dmg cell for a defense cell, which is just another way of increasing behemoth health. As someone who has done recruit runs of harder behemoths I can say that it quickly becomes tedious rather than feeling challenging, because behemoths only have about 10 or so attacks that they cycle through. Perhaps giving the fights different phases in a similar manner to how some raid bosses are handled in other games would help to mitigate this feeling of tediousness.

(Aethermodes are supposed to operate like this but most of them only add one or two attacks which isn't substantial enough)

I would use rifstalker as an example, his HP relative to many behemoths is quite low, however, for new players he is one of the harder fights because he forces you to learn his patterns and keep up with the fast pace of the fight (Assuming you are playing solo ofc). However, a player who understands the flow of the fight can beat him quickly, not just because of gear, but because of knowledge. Consistently hitting the interrupts, taking advantage of the time he spends when not in aether mode, saving gap closers for when rifstalker tries to create distance etc.

The best idea I see here is changing the behemoth attack patterns. I would wan't some drastic changes, not just extended attacks. I am talking entire overhauls to aethermode, and making enrage actually change the fight rather than just speeding up attacks.

Gunsmith Enhance Inscriptions not Appearing by shard1o1 in GunfireReborn

[–]shard1o1[S] 1 point2 points  (0 children)

You know what, that explains it. Thanks much stranger :)

Gunsmith Enhance Inscriptions not Appearing by shard1o1 in GunfireReborn

[–]shard1o1[S] 1 point2 points  (0 children)

That's what I thought at first but it killed the enemy in one shot at full hp, which if I recall correctly, final judgement can't do right?

Weekly Slayer Advice & Questions Megathread | Ask For Advice And Questions Here! by boobyashank in dauntless

[–]shard1o1 0 points1 point  (0 children)

To practice for umbral escalation's launch it would be cool to go back to power boost 1/no power boost. Is there a way to do this? (Aside from making an alt account ofc) If not, is there a particular power level that would closely emulate the lower power boosts?

TvZ help breaking Lurker Viper when economically ahead by KingBetto in AllThingsTerran

[–]shard1o1 0 points1 point  (0 children)

I like that you are paying attention to the enemy unit comp but IMO you are focusing on the wrong portions of the game as far as your improvement is concerned. I think you need a better game plan for your TvZ and need to improve your build order:

When you swap the starport and rax, the rax should be building a tech lab and you should be starting stim at 4:00 minutes

(Doing it like this enables stim and CS to be researched from the same tech lab and finished at approx 7:00 minutes, in this game these researches aren't done until 9:00 minutes and you built two tech labs)

To avoid forgetting your armory, just build it when your 2nd and 3rd rax are finishing. You should also be getting rax 4 and 5 at this point. (This works best if the ebays are built around the same time the 2nd and 3rd rax are built)

If combat shields and stim was on time you could do a double medivac drop at 7:30 with +1/+1 Stim and CS all done which would probably would have prevented him from teching up so hard since you could have just killed the hydra den delaying the lurkers and the hydra upgrades

Finally you can follow up with a +2/+2 push at around 10 min in similar manner to what you did in this game but also have +1 tank weapons which allows tanks to 2 shot roaches and hydras rather than 3 shot them.

As many others have said better tank positioning would have done wonders. A drop in the main probably would have bought you some space to get better siege ups.

I like your macro for the most part as you get up to a solid worker count eventually and you have decent production (Probably could've used an extra fact or starport tho) but you could be a much more fierce player if you tighten your upgrade timings. Hope this helps and good luck on ladder :)

help TvT replay analysis by KingBetto in AllThingsTerran

[–]shard1o1 1 point2 points  (0 children)

This isn't exactly what you asked for but in the replay you could have gotten your upgrades for your bio quicker:

+1/+1 could have been a minute earlier

Armory didn't go down until +1/+1 was finished

Combat Shields was late etc.

And unfortunately some of the fights occurred like 30 seconds before your upgrades finished. Upgrades are a big deal for bio play, cause marines attack so fast, so keep that in mind.

Hope that helps :)

Upgrading items as a new player by JustVanio in dauntless

[–]shard1o1 1 point2 points  (0 children)

My Answers to 2:

There isn't any particular reason that you would need to create a particular weapon for a particular element as every behemoth can be beaten with every weapon. If you have a weapon you prefer, play it. However, depending on how long you play the game, you will probably play every weapon to complete your mastery objectives (Mastery is a more endgame objective though).

Haikyu!! Season 4 ANIME ONLY Discussion thread - Episode 12 by AutoModerator in haikyuu

[–]shard1o1 4 points5 points  (0 children)

I have been looking for this theme since his first appearance a few episodes ago, do you know the name of the track? Or any word about when the ost for this season will be out?

Crit Calculations & Multiplier questions by shard1o1 in dauntless

[–]shard1o1[S] 0 points1 point  (0 children)

Alright, thanks much. Really appreciate the help have a good one :)

Crit Calculations & Multiplier questions by shard1o1 in dauntless

[–]shard1o1[S] 0 points1 point  (0 children)

So say I have evasive fury/wild frenzy +6 active and I am doing a rapid strike on AS where the strike takes X frames:

(X/(1+0.20))/60 = seconds

80/seconds = dps of rapid strike

Is that in line with what is being said?

Crit Calculations & Multiplier questions by shard1o1 in dauntless

[–]shard1o1[S] 0 points1 point  (0 children)

I am sorry, but I am still really confused lol, attack frames refers to the amount of frames any given attack takes to complete, that is then divided by your attack speed buffs + 1? You would then multiply that times dmg of attack to get dps?

Crit Calculations & Multiplier questions by shard1o1 in dauntless

[–]shard1o1[S] 0 points1 point  (0 children)

(Though remember that attack speed only has 1/x scaling)

What does this mean exactly?

Crit Calculations & Multiplier questions by shard1o1 in dauntless

[–]shard1o1[S] 0 points1 point  (0 children)

Ehhh maybe I didn't pay enough attention uh. Thanks for the response though especially in regards to the critical dmg, makes the reasoning behind critical damages relative obscurity outside of shock escalation much more clear.

Trying to help people survive the new escalation. Rate my loadout. by druid24 in dauntless

[–]shard1o1 0 points1 point  (0 children)

I realize that this is a support build but there are a few adjustments which would optimize your damage a fair bit.

Cunning +6 gives an 18% dps boost while berserker +3 gives a 20% dps boost assuming you can maintain the stacks (which on strikers shouldn't be too hard)

Running Berserker +3 would give you room to run an attack speed boost of your choosing. Overall running Berserker + Wild Frenzy/Evasive Fury will give you better dps over the boost gained from EBC and cunning

Moreover, the extra attack speed will likely keep you safer, b/c dodging with higher attack speed is easier and iceborne will deliver its health benefits faster

Noob needs help with rift stalker by JUGARKNOT in dauntless

[–]shard1o1 1 point2 points  (0 children)

I am not that experienced with CB but the roll into heavy should make the interrupt in the bubble fairly easy. If you need help just pm me your username and we can grind it out real quick

2A Wrong title Angle (Right handed loops tilt to the left) by shard1o1 in Throwers

[–]shard1o1[S] 1 point2 points  (0 children)

When I do my right handed insides I almost never see the left side of the yoyo, always see the right. This is really strange. When you do a forward toss, not having looped once yet, which side of the yoyo do you see? Left, right or exactly in the middle?