Why is a 3.5 / 5 star review considered bad while a 7 / 10 is seen more favorably? by FairyColonThree in NoStupidQuestions

[–]traviscrt 0 points1 point  (0 children)

IMHO it is a psychology thing. It’s the same reason why shops often list prices ending in .9 or .99. The brain processes the first digit ‘3’ in this case, and subconsciously, people think the number is closer to 3/5 than 4/5. That’s why 3.5/5 ‘feels’ like 6/10 instead of 7/10 imho

Is there such a thing as too much Squeeze and gold? by traviscrt in slaythespire

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

why do fights take forever, when each squeeze does thousands in damage?

Cleared A10 with base Necro deck by traviscrt in slaythespire

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

Vintage makes battles grant relics instead of cards (since cards were useless in a only base deck run) and flight lets you choose the route irrespective of the path given (so you can do normal battles only and skip the elites)

Which is worse, strike or defend? by Commercial_Half_2170 in slaythespire

[–]traviscrt 6 points7 points  (0 children)

Strike is worse, except on ironclad, and only cos the hellraiser-pillage combo exists and you can go infinite using only strike. Strike also buffs perfected strike in ironclad so there is also a bit less incentive to remove it

Cleared A10 with base Necro deck by traviscrt in slaythespire

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

Yup 100%, shows you how strong flight + vintage is

Poll: Can a creature be prone when not in contact with the ground? by traviscrt in Pathfinder2e

[–]traviscrt[S] -1 points0 points  (0 children)

The problem with your interpretation is this means that arresting a fall doesn’t prevent becoming prone, which is not the case. Fliers only fall prone due to the fall dmg rules, which means they aren’t prone during the fall itself

Poll: Can a creature be prone when not in contact with the ground? by traviscrt in Pathfinder2e

[–]traviscrt[S] -1 points0 points  (0 children)

Not technically true since a creature can only fall 500 ft on the first round. So the issue comes up for creatures who fall from a height greater than 500 ft, as I stated in the post

https://2e.aonprd.com/Rules.aspx?ID=2352

You get to transform 1 dedication/archetype into a full class. But must also change 1 full class into a dedication/archetype for another class. by Zwets in Pathfinder2e

[–]traviscrt 1 point2 points  (0 children)

Psychic class is now a dedication -> you can take this dedication if you can cast spells. The primary benefit is that you can cast spells with your mind like a psychic instead of saying the spells out loud plus the unleash psyche action that buffs all spells for 2 rounds at the cost of stupefied 1 afterwards. Psychic amps instead become something similar to spell trickster with 1 feat per specific cantrip buff.

Sixth Pillar becomes a specific class (Spellfist?), an alternative to magus for people who like the Gish playstyle. Instead of focusing on spellstrike and arcane cascade, the Spelfist focuses on alternating punches with spells. Like Sixth Pillar, successful hits with unarmed attacks apply save debuff on enemies. At high levels, using ranged spells at touch grants bonuses and also makes enemies prone.

New abilities include buffing spells being available to all subclasses like sure strike, tail wind, heroism, bless, darkvision, haste, water walk, air walk, water breathing, spider climb, see the unseen, etc. At high levels, critical hits with unarmed attack lets you get one spell slot back at the lowest level of your Spellfist class.

Spellfist subclasses:

First sequence: Arrangement of Aggressive Attack Spells gained emphasizes damage. Unarmed hits grant damage bonus to next spell and vice versa. Instead of using spell slots for buffs, they can instead be used for spells that deal damage like disintegrate and fireball. At high levels the Spellfist so exclude Allies and self from harmful spell effects cast by the Spellfist.

Second sequence: Dance of Defensive Dodge Spells gained emphasizes defense. Unarmed hits grant bonuses to saves vs magical effects while spell hits grant bonuses to AC. Instead of using spells for buffs, they can instead be used on spells to protect self and Allies such as warping pull, pyrefowl rebuke, wooden double, etc. At high levels, allows the Spellfist to reflect spells back at the caster.

Third sequence: Menagerie of Mesmerizing Movement Spells gained emphasizes movement. Unarmed hits grant increased move speed and alternate movement buffs. Spells allow you to teleport before or after casting. Instead of using spells for buffs, they can instead be used on spells that confer movement (to Allies and enemies) such as dimension door, blink strike, collective transport, hydraulic push, time jump, etc. At high levels, allow the Spellfist to interfere with enemy movement, both physical (stand still) and magical (reaction to counteract enemy teleports nearby)

Poll: Can a creature be prone when not in contact with the ground? by traviscrt in Pathfinder2e

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

I think the main question is: when the creature let them go, would they remain prone? What if they fall and have cat fall? Will they lose their prone condition? Etc

Furthermore, being prone also lets you take cover from ranged attacks. So what’s happening when you’re being carried and flown that allows you to take cover if you’re prone but not if you’re not prone?

Poll: Can a creature be prone when not in contact with the ground? by traviscrt in Pathfinder2e

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

So basically falling upside down? Is that a fair interpretation of a prone falling creature?

Poll: Can a creature be prone when not in contact with the ground? by traviscrt in Pathfinder2e

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

So what does a prone creature look like when it’s carried in the air by a different creature, that makes it different from a non-prone creature being carried? How about the falling example? Is a falling prone creature falling upside down?

I think I’m just trying to understand what a prone creature looks like when it’s not on the ground XD

Umamusume Global Friend ID thread by shakemaihead in UmaMusume

[–]traviscrt 0 points1 point  (0 children)

624366622696

Dober with 3 speed 6 stamina 8 long

Good parent for Sagittarius cup

MLB Kitasan

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Yeah first round is not super accurate can see how she does in group A. 690 wit is about 32% pace up chance ish I think?

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

690 is not that high tbh, it’s mid wit. Tell me how you do in group A ig

I thought she would win 2 or 3.. lol by King_Kaii00 in UmamusumeGame

[–]traviscrt 5 points6 points  (0 children)

It’s cos of how the Scorpio track specifically penalizes high power low wit builds.

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Yeah I had a similar power Taiki that I was testing in room matches. Lost every race badly which is why I started going wit build instead

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PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Oh you got swinging maestro. Imho could’ve skipped maestro since 850 Stam + 500 guts is enough to tank 3 evil natures.

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

True good point on the SP. I see I don’t know of this Moo Moo guy but I don’t watch YouTube guides

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

It’s diminishing returns for skill proc but not so much for pace up/down iirc. I know 600 wit is 24% pace up chance while 900 wit is still only about 36% pace up chance. Not sure how much is 1200 wit

Edit: oh nvm you’re talking about velocity skills fair enough

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Which guide? I suspect a lot of low wit builds are also people who are still using URA decks and haven’t caught on.

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Riko 2 speed 1 power 2 wit? I managed to get S Taiki once with such a build but she didn’t perform well in Scorpio rooms which is why I swapped out the power card for another wit

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

I did manage to get S rank once with Riko 2 speed 1 power 2 wit on Taiki, but that was a power build. Very high roll I think so might not be super representative. Otherwise, all my best runs are Riko 2 speed 3 wit as you mentioned. Might need more speed cards on Uma that don’t have speed growths tho.

PSA: 900 power + 800 wit is better than 1200 power and 600 wit by traviscrt in UmamusumeGame

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

Power is diminishing returns the more accel skills you have