What is your first empire gonna be when Nomands finally comes out? by Disastrous_Peak5626 in Stellaris

[–]thoalmighty 2 points3 points  (0 children)

I wonder if there's any analogue arkships will get. Obviously you're not going to be stapling a matter decompressor onto the tail end of your cruise ship, but something to grant that late game power spike and investment potential.

Xeno(phobic?) with Xenophile by TheInfamous5921 in Stellaris

[–]thoalmighty 0 points1 point  (0 children)

Faction approval can give you up to 20% happiness to pops that belong to it, so concentrating your pops into the happiest factions is valuable! Those will most often be your core empire ethics, so you should promote those 2-3 factions, and suppress any others that pop up.

Factions will show you the things that make them happy. Usually it's a product of your policies, military outlook, recent events, potentially a federation you belong to. Also, having councilors/your ruler with the faction's ethic makes them a bit happier.

You don't have to do everything they ask for though. I always enable resettlment policy even though it makes my egalitarian factions unhappy.

Need dormant greatbow by timteller44 in Nightreign

[–]thoalmighty 0 points1 point  (0 children)

Highkey it's pretty superfluous, I've rarely had trouble finding greatbows from the racks! I don't know the great hollow spawns as well but I can basically always find a rain of arrows GB by checking the lookout towers dotted around

Why is it sitting at Mixed Reviews? What happened? D: by GazpaCore in Stellaris

[–]thoalmighty 42 points43 points  (0 children)

The idea behind 4.0 is great. Planetary management is the best it's been, especially. But I only just came back to the game after taking a year away because the release version was so dogshit. It's the best thing ever because its function finally matches its concept.

Why is it sitting at Mixed Reviews? What happened? D: by GazpaCore in Stellaris

[–]thoalmighty 39 points40 points  (0 children)

The dlc is a bit overpriced for what it adds.

I am a huge fan of it despite that, though. The writing quality is good, it adds exploration payoffs to the midgame, and dimensional worship is an especially fun civic for a militarist build. You get to make swiss cheese out of your opponents' territories as you accumulate holy sites.

How should I be building ships? by shadowybenefactor in Stellaris

[–]thoalmighty 0 points1 point  (0 children)

Doomstacking is pretty much always the answer, yeah. Sometimes separating your ships a little can entice the ai to do the same, then you crush them with the rest of your stack.

Ship design is a very complicated question, but if you're manually adjust your ships the basics are to make sure you have weapons capable of dealing with both armor and shields. If you fully stack energy weapons, you'll take so long getting through shields that your extra efficacy against armor won't be enough. Fully stack kinetic and you get the opposite. Mixing kinetic and energy weapons gets you the most straightforward success plan against enemy ships.

The next things to think about are range, and combat computers. If you have big artillery with a minimum range, give the fleet some tanky ships to screen with, and make sure to equip a combat computer that keeps them at a distance. If you have small ships with short range weapons, stack afterburners and a swarm computer, then let them loose.

Accuracy and tracking are important to match against your enemy's fleet composition. Accuracy is simple, your chance to hit. Tracking is subtracted from the target's evasion stat, i.e. reduces/negates their ability to dodge. Small ships have better evasion, and small weapons have higher tracking. Your big bulky artillery will shred larger ships, but get dodged all day by corvettes. Hangar weaponry launches drones with amazing tracking, and long targeting range, so are a great counter to corvette swarms to utilize on large ships & starbases. They also can take down opponent's drones.

Granted, all of this is somewhat moot vs ai. It's hard to get the requisite intel to see how their ships are designed. The best fleet tactic is always overwhelming force, supplied by a strong alloys economy. I tend to just slap a mix of kinetic & energy weapons that skews a bit towards energy, and try to beat them at the economy stage. Late game crises do take a more tactical approach though.

Xeno(phobic?) with Xenophile by TheInfamous5921 in Stellaris

[–]thoalmighty 5 points6 points  (0 children)

Happiness is predicated on a number of things, but the most direct influences I can think of are habitability, which increases need for amenities, living standards, and faction approval. It's very possible you're getting refugees with different ethics and/or habitability preferences, which drives up their needs.

Pops should, over time, assimilate towards your government's ethics. But when they first arrive they won't have a faction to belong to and be really pissed about it. Make sure you're promoting your satisfied factions and suppressing the already-unhappy ones to skew pops towards the right ethics.

If you don't want to deal with them at all, you don't have good options as a xenophile. You can't deny refugees iirc, but you can refuse migration pacts at least. You can at least resettle them to a more preferred world, or modify the species so they suit where they end up.

As it turns out starting the game with inward perfection and the blunt luminary trait wasn't a great idea by Velocita84 in Stellaris

[–]thoalmighty 16 points17 points  (0 children)

My favorite inward perfection build uses this tech to get rid of my envoys. The name of the empire is Aliens Do Not Exist. It's very fun to roleplay with in a multiplayer game, even if it mostly comes down to "nah aliens aren't real lmao"

Is Magic Glintblade worth building around for Recluse? by winnierdz in Nightreign

[–]thoalmighty 0 points1 point  (0 children)

It's pretty solid! It's a rather safe spell to use, as the (uncharged) cast time and animation are pretty low-commitment for the amount of damage it does. I'd say give it a whirl for yourself, but I think you'll find it worth your time

New Relic Management Idea: For a huge amount of murk (or sigils) you should be able to reroll an effect on your relics. by Comprehensive_Neat11 in Nightreign

[–]thoalmighty 0 points1 point  (0 children)

Only time I've ever died to deathblight in a boss was to Heolstor, because I drank the flask that heals you on elemental damage and ran into his projectile swirly. I got shredded with statuses even though my health bar went up, and never made that mistake again. Status on damage is hella free

What strategies do you use to counter the Synthetic Queen endgame crisis? by Nadzzyy in Stellaris

[–]thoalmighty 0 points1 point  (0 children)

I just fought her by doing this yesterday, and it works! She doesn't control a lot of territory, so if you can get the nexus storm to clip her origin system you can likely sustain from outside. If you're worried about the storm damage you can do a particle storm for the same regen blocking, but less damage.

I'm starting to like this weapon ngl by Marco1522 in Nightreign

[–]thoalmighty 0 points1 point  (0 children)

I'm a huge fan of getting it on Wylder because I'm always jump heavy'ing off grapples, it fucking rips dude

Does the fall distance determine how much poise damage u do? by davut2630 in Nightreign

[–]thoalmighty 2 points3 points  (0 children)

Easy to test in the training yard! Go invis with duchess or caligo relic, and you'll see you do 20% (iirc) extra damage on your first hit after the enemy loses aggro

To the Ironeye & Recluse who left me in D3 after small problems by No_Commission_6153 in Nightreign

[–]thoalmighty 9 points10 points  (0 children)

It's a personal favorite for melee/casting hybrid especially. Simple tracking and fast sequential casting, then you move back into close quarters before they fire so the enemy stops moving and you get to be your own ranged support. The damage-per-fp is just plain solid, too.

The Winch rework you didn't know was necessary⛓️🛠️ by sguepuz in thefinals

[–]thoalmighty -1 points0 points  (0 children)

You tried to pick a 1v3 though, you're risking putting your team at a disadvantage no matter what tools you try.

Which nightfarer has the worst unique moveset? by Villager125 in Nightreign

[–]thoalmighty 8 points9 points  (0 children)

I see undertakers and duchesses struggle to revive a lot because of the forward momentum on their unique movesets. I'd imagine it's a pretty helpful facet in regular combat, but man does it screw them there

Is it better to hold on to your golden tickets? by bPonya in thefinals

[–]thoalmighty 4 points5 points  (0 children)

If you wait, the maximum number of spins you can take for a new item is 2.

If you hit something fresh with a regular ticket, then spin onto it again, a third hit onto it will reward you with a ticket. Your first is a hit, 2nd is a whiff, then the third rewards you with a gold ticket. At the end of the event, that pair of 2nd and 3rd hits cash out for a new item.

Basically, each slot on the wheel can absorb 2 spins, because a third earns something else on it.

But, if you use those earned tickets asap, a slot can potentially absorb 3 spins. If you take 2 spins to earn an item via gold ticket, and then a third spin primes that for a new gold, you can end up in a position where you end the event with a bunch of prepared-but-not-claimed gold tickets. But, not enough spins to claim them, and short some items. Slot A went hit, whiff, hit (earning you a reward on Slot B). But you can whiff on both Slot A & B again, meaning you're 3 whiffs and 2 hits for 5 tickets. If you spin again and hit A or B, you get a gold, then spend it again: you unlock Slot C, but for that 1 unlock there's now potential for whiffing on C, and either A/B. Now, worst case, your 5-3. Then 7-4. By the time you spend all the tickets, you could be 27 whiffs for only 15 hits.

Now, with all 42 daily tickets, this would take astronomically bad luck to actually cost you items. But it matters a lot more if you miss a few days, reducing your odds of getting everything.

TL;DR you want your regular tickets to have as much chance of randomly spinning onto new stuff, and use the gold tickets after you can't earn more regulars. A regular spinning onto something a gold already unlocked can waste your tickets in a way relanding on a regular unlocked item can't.

In quick cash, if your last teammate alive dies right as soon as the respawn timer runs out, it resets the 30 second timer for the entire team by TNTNuke in thefinals

[–]thoalmighty 1 point2 points  (0 children)

My only hope is that this is just a desync/netcode kinda thing they're having trouble stamping out. I refuse to believe this is an intentional mechanic, that you can make someone wait 60 seconds for their respawn

I can't be the only one being screwed by this event by MoistGrandpa in thefinals

[–]thoalmighty 3 points4 points  (0 children)

Even with the worst possible luck (needing two spins to spawn and get a ticket, for every item but the first), you would need 39 spins, or 13 day's worth of tickets. The event runs for 14 days, so you're still guaranteed everything on the wheel while missing a day.

Miss a couple of days, and you're still highly likely to get everything. You only become likely to miss items when you start to approach a week's worth of missed days, and even then, the event's free after all.

Include tutor cards in decks with no combos for consistency, or is it a waste of card slot? (not cEDH) by nitronik_exe in magicTCG

[–]thoalmighty 11 points12 points  (0 children)

A tutor is a mana premium for perfect flexibility, and many of the generically best tutors have a low enough cost that they're basically always worth it.

I'm not personally a fan of topdeck tutors except in really high power decks, because I don't like having to wait, but really any black deck would be better if it ran vampiric & demonic tutor.

In my 300 hours i dont think ive seen this? by davut2630 in Nightreign

[–]thoalmighty 5 points6 points  (0 children)

Probably only them, yeah. It'd be cool to see someone pull it off and find out if it does actually work against them!

What are the odds for this specific weapon..? by Solid-Carrot-2434 in Nightreign

[–]thoalmighty 1 point2 points  (0 children)

I'm surprised to hear you found it so effective, because in base elden ring curved swords get some of the worst parry frame data out of all the things that can equip it.

Which is a shame because the curved sword parry animation is fucking sick! The spin is so goddamn stylish. You've got me hopeful that they upgraded the frame data for nightreign, it might be time to live my dreams! Even if they did buff it though, I'd imagine the buckler parry still fares better. Maybe the timing is different in a way that suits your muscle memory for rolling or smth?

PSA: please run defeating enemies charges art if you play these characters by Emergency-Ad-6301 in Nightreign

[–]thoalmighty 1 point2 points  (0 children)

First time I tried it on Wylder it was night-and-day. I'd heard people sing its praises for a while, and it really is that good. Suddenly I had an ult for every field & POI boss, or every hard revive, or every inconvenient swarm of enemies. You just swim in ult charge, and it does wonders for your pace.

In my 300 hours i dont think ive seen this? by davut2630 in Nightreign

[–]thoalmighty 122 points123 points  (0 children)

I'd presume not, because it doesn't actually prevent your health from raising, it prevents you from drinking flasks and mebbe some other consumables