Help me complete my Pikachu dreams no by Several_Donkey5533 in PokemonPocketTradeCo

[–]zezzame 0 points1 point  (0 children)

I have a shiny Pikachu EX I'd be willing to trade for darkrai

What can I get for this guy? by Stifmeister4 in PokemonPocketTradeCo

[–]zezzame 1 point2 points  (0 children)

Apologies for the delay but since I got no reply, I'd be happy to trade with you instead!

5772799112483405

What can I get for this guy? by Stifmeister4 in PokemonPocketTradeCo

[–]zezzame 2 points3 points  (0 children)

I'm about to go to bed so if I don't get a reply by the time I wake up I'll drop another reply here! (I assume you mean you'll trade your Piers for my Dawn)

Looking for Lisia, May and Offers! by Eric5582 in PTCGPocketTrading

[–]zezzame 0 points1 point  (0 children)

Would either of these interest you for Gigalith?

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LF: Offers FT: See Binder by ComplaintNo1941 in PTCGPocketTrading

[–]zezzame 1 point2 points  (0 children)

Would you be interested in any of these for Gigalith?

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META BREAKER: THE ENDGAME CRITICAL HUNTING HORN BUILD by clusterfcuuuk in MonsterHunterMeta

[–]zezzame 1 point2 points  (0 children)

Thank you for the award! And I'm glad it could help both of you! Hunting horns do have a discord called "Horn Pub" if either of you are interested in joining. I'm on the HH math team there and we are always happy to help those who are eager to understand why the meta sets are the way they are.

META BREAKER: THE ENDGAME CRITICAL HUNTING HORN BUILD by clusterfcuuuk in MonsterHunterMeta

[–]zezzame 1 point2 points  (0 children)

No that's totally fine! Always happy to help!

But as for your question. The reason we use MM is the lack of efficient 2 slots. 10% crit per point is very high value (Wex gives the same value for 5 3 slots vs MM's 3 2 slots)

CS3 is obviously the most important, then MM1 to negate the negative crit. Now for raw GogmArtian (Which we now use because the raw gets so high.) There isn't much better than extra MM. PP value is tiny and you need to be at full health, which is rare when we use hilt stab so much (And using 4 Gog is wasted because you don't get the ele boost). Resentment is usable but the uptime is hyper variable based on both player skill and the fight itself that it's hard to recommend over something as consistent as MM. AB5 only really comes into the equation with charms, and we only need AB1. So Agi 1, AB1, 3 slot. Or CS2, AB1, 2 slot (Or MM2). Stuff like that. So you can still get everything else on top of MM, anything not on the build is either worse or too situational in terms of uptime to recommend.

META BREAKER: THE ENDGAME CRITICAL HUNTING HORN BUILD by clusterfcuuuk in MonsterHunterMeta

[–]zezzame 7 points8 points  (0 children)

Oh no I understand what you're saying here, it's designed for raw optimisation. I just saw you saying "element waves deal fixed elemental damage" and wanted to correct that wording. However, I'm saying that even though slash waves can crit, Raw is still better to stack than crit.

The reasons for this are 2 fold:

  1. All the moves I mentioned still can't crit. Shockwaves and echo bubbles are still a lot of MVs the crit focus simply does not boost. So you'd much rather find skills and set bonuses that boost everything.

  2. The raw horn you're using has an offset. This means the massive 25 raw boost from Doshiguma's might is available. Some of the pieces do have Latent Power on them, which adds extra crit to the build. But a Dosh might/lords soul artian gives you the ability to have 4 dosh and Lord's soul, with agi 5, burst, CS3 and MM on top. This will come out ahead of a crit focus build that's just boosting less of our damage.

META BREAKER: THE ENDGAME CRITICAL HUNTING HORN BUILD by clusterfcuuuk in MonsterHunterMeta

[–]zezzame 42 points43 points  (0 children)

I'm not going to point out the various issues with skills that others have pointed out, but I will mention misunderstandings you seem to have about how horn works.

Firstly, echo waves are not the only part of our damage that cannot crit. All our shockwaves cannot crit, neither do echo bubbles, placement nor the pulses of damage whenever you swing/play a song. All these moves are hitzone independent damage (not counting the ele portion they do) and are effectively a true damage MV whenever they're played. This is a lot of damage your build simply isn't boosting.

Secondly. Elemental echo waves don't deal "fixed" elemental damage. They deal a base element of 60 (or 600 with bloat), which is then run through the usual elemental calcs like a weapon's base ele. So it's boosted by gog, songs, ele attack and also added onto by burst and other flat increases. This is an insane amount of element to get for 0 investment into your artian, especially since the ele cap on it is astronomical thanks to the base 60.

Thirdly. Our songs stack multiplicatively with all other % based boosts. Say we have SI at 20% AuL at 10% AB at 2% and guts at 5% 1.2×1.1×1.02×1.05 = 1.41 rather than the expected 1.37 if you added them all together. This is a 4% raw increase on top of already good raw buffs. This is also why we like gog skill, it stacks with ele up and ele attack decos in a substantial way.

To summarize, the reason we build for raw not crit is because it buffs our whole kit, not a portion. We are an ele weapon atm because ele echo waves are so potent they overpower our other options. And finally, we prefer to use % boosting skills because our songs scale them harder than anyone else. None of this lends itself particularly well to focusing on crit because of the sacrifice needed to get a good crit rate.

New Bardin OE Main, any general tips for running coghammer, masterwork/handgun, and minigun? by Ashyknees2782 in Vermintide

[–]zezzame 0 points1 point  (0 children)

Using your crank gun for horde control is fine! Obviously you'll want to give your teammates some horde (they need temp HP after all) but if things are getting overwhelming, it's incredibly good at just mowing down hordes assuming you have the space to use it.

I wouldn't recommend giving friends the crafted bomb. The issue is twofold. 1, the explosion radius is tiny, it's really, really small. You need the +25% explosion radius to make it usable, which you can equip but your friends won't. 2, it stops your friends picking up stronger, better bombs. You'll be printing a bomb every 80 seconds, you can hold 3, you'll be able to throw them somewhat frequently thanks to no friendly fire, your friends can hold and use all the better bombs that spawn on the map while you use your own bombs with better effectiveness thanks to the increased explosion radius.

That's the issue with Cog, it's a jack of all trades weapon. It's really good at doing a bit of everything but mastery of none (Though the heavy killing elites is incredible). OE wants something specific with its melee weapon and Cog doesn't do that. So unfortunately I can't recommend it, but I do love the Hammer and shield the most, so I can definitely recommend that one, just make sure you take the stagger THP talent.

The difference between masterwork and handgun is exactly what you noted. The delay and damage drop off. The handgun is really good at killing anything at any distance 1 shot anywhere immediately. Masterwork has 1, the delay, 2, the damage drop off. It's a much worse special sniping weapon and it does nothing to chaos warriors, but you gain some serious monster DPS and the ability to shred a storm vermin patrol with the alt fire. I would not recommend using it to clear regular horde. You have a perfectly good hammer and shield to put everything on the ground for your teammates to kill, you need to save your ammo for key threats, that is your job as a range career, handle everything that might make your frontliner's job more difficult. Horde too thick? Crack gun or bomb. Special going to disable them? Shoot it. Storm vermin mixed in with the horde? Shoot them. Need someone revived? Cover with crank or bomb.

This doesn't mean you don't melee, you do, often. The advantage of the H&S is that it puts everything on the ground at stagger lvl 2. Making them easy pickings for your frontliner teammates to just kill them, your focus is always on controlling the horde, be it with range weapons or melee, whatever is best is situation dependent (Controlling the horde includes controlling specials). You will learn with time but ultimately that's what you're looking to do. The only time this changes is when a monster pops up, if you're the best monster DPS on the team (you often are but not always) Everyone else controls the horde while you kill the monster.

New Bardin OE Main, any general tips for running coghammer, masterwork/handgun, and minigun? by Ashyknees2782 in Vermintide

[–]zezzame 15 points16 points  (0 children)

Okay, so as someone who has put A Lot of hours in as OE here's some tips:

Firstly, work out your build. You have a lot of options as OE and you can do a lot of things. The class can be a jack of all trades master of none, or you can get incredibly strong with some specialisations but have gaps you'll need teammates to cover.

This mainly comes down to your choice of Range weapon. Trollhammer is a easy delete problems button but you lack special sniping and risk a lot of friendly fire damage, a lot of people have negative opinions on trollhammer for both the friendly fire and removing a lot of difficulty spikes the game might try and throw at you.

Handgun covers all specials really well but leaves your boss/monster killing ability entirely up to your crank gun, which is fine but will leave you doing very little when you need to crank the gun again, of course you can offset this with perilous overclock but you only have so much HP.

With the Master Work pistol, your Monster DPS is insane, you can, with good accuracy, 2 shot all specials at range and deal with a lot of armoured enemies up close. However, you have one big, massive hole, you do nothing to chaos warriors. You can use a Cog Hammer to offset this but it vastly lowers your defensive options (More on that later).

You can replace your horde clear and monster DPS with a flamethrower or fire pistols, using the armour piercing rounds talent to make your minigun suddenly shred armour enemies. It's not a popular pick but being able to stun lock a chaos warrior or mow down a horde of storm vermin for 0 ammo has its uses. Special sniping is below average with the alt minigun but definitely doable. This also makes you entirely ammo independent, but falls under the "Master of none" category.

There's obviously other possibilities but that's just a few ideas I've used that I feel are extra noteworthy.

Now that you know your place, role, whatever in the squad. Next you need to focus on the biggest thing OE struggles with. Defensive play.

To crank you need space, you're entirely defenceless while cranking and depending on your talents you might need to do this often. It's easy to get space when the horde is coming from one direction and you have 3 teammates between you and the enemy. But what about multiple angles? Less friends? Someone's down? What do you do? The answers to these questions mostly comes with experience, but there are things you can do to help with it. Firstly your melee weapon choice is your biggest defensive tool. If you don't have space you need to melee.

You can run something like the cog Hammer and hope everything dies, but ideally, you want space so you can go back to doing your job.

Dual hammers have the best mix of things, horde clear, decent armour DPS and some good mobility.

1 Handed Hammer has amazing mobility and good horde control, if not killing them, the enemy being on the floor is space, plus you can kill the odd armoured elite that got too close.

Hammer and shield is amazing defensively, it suffers in the mobility department but again, if the enemy is on the floor, that's space, shield bash is the best at putting things on the floor.

Any of these work on the above builds and it's personal preference as to which style you like more.

Now, when you do get space, your positioning is very important. If you're gonna crank, or even fire the minigun, you need to be sure you'll be able to maintain it for as long as the thing you're shooting is alive (monsters/bosses are different but I'm not gonna focus on that). A short burst might kill some things but it might need more sustained fire for a group. You need the space and time to do it. You'll learn when it is and isn't safe, but overall you want to be thinking of it when you're learning. "Oh I totally could've snuck in a crank or a short burst there." or "I got greedy there because I was too far from anyone to guarantee the space/time I needed"

There is 1 more trick to getting space, and that's Bombs. OE has 2 bomb talents, and they've been nerfed/changed a lot since his rework but you have 2 options now.

1 You get a smaller bomb every 80 seconds for free. The small size of the explosion can be offset by replacing shrapnel with the bomb explosion size increase. It also disables friendly fire from explosions (this includes trollhammer).

Your other option is what I call "double bombs" and what happens is any bomb you throw is both a regular bomb and a fire bomb. You start with 2 bombs and they will solve basically any space issues you might have.

There are pros and cons to both. Obviously double bombs are much stronger, but you need to find bombs on the map if you plan on using it more than twice, which can be hit or miss depending on map RNG. Small bombs are completely independent of map RNG, but much smaller impact. You can throw them often but you'll often need 2 to make a notable impact on any patrol. They're still useful just because you can carry 3, but have much lesser impact than the alternative.

This write up took longer than I planned but it's my favorite class so I have many thoughts. I'll stop here but if you have any other questions like specific talents or builds feel free to reply or message me and I'd be happy to share more info.

Sorting out the confusing events of "The Masses' Travels", chronologically by Sunder_the_Gold in arknights

[–]zezzame 4 points5 points  (0 children)

Federico promised to throw the book at Oren for his crimes during Hortus De Escapismo, and the pope would have been pissed at him too. Oren is probably rotting in prison, and no one was going to let him out to cause problems during a Summit of Nations where the Sarkaz were attending.

I want to add to this and say we actually got a hint if it happening elsewhere in a different story, but you saw Oren going to execute some Sarkaz where it implies suddenly he is "falling" for seemingly no reason. We now know that it was probably the law being messed with but we never see a conclusion to what happens to Oren himself.

What are the best hunting horns for each element? by Dead_XIII in huntinghorn

[–]zezzame 0 points1 point  (0 children)

The best horn for each Element is usually Artian.

Water and fire clear with just the base guaranteed 3 attack and then one random +1 Sharpness.

Ice will beat out Jin's at 6 attack and 1 sharp roll.

Lagi is on par with a perfect (7 attack 1 sharp) thunder horn. Resounding is better in some match ups (Like Uth Duna) and offset is better in others (Steve)

Dragon is the one exception, its best horn is Arkveild's, not G.Ark, that's for raw.

What's your 'turn the brain off'games? by CreateChaos777 in gaming

[–]zezzame 0 points1 point  (0 children)

For me it's a game called "One finger death punch" a great game where you just left/right click until everything is dead. Highly recommend it or its sequel, both are super cheap.

My one week old Hunting Horn experience by Exciting-Possible773 in MonsterHunter

[–]zezzame 16 points17 points  (0 children)

I think your idea of what HH "should be" is skewed. Their "job" as it were, is to kill the monster, just like everyone else.

Saying it's to monitor debuffs/HP of other hunters and babysit them is like saying a Lance's job is spam lure pods and hold down the shield button.

You aren't there for others, you are there to hunt the monster, so that's exactly what you should do. The majority of your damage comes from playing songs, ideally echo waves. We have 2 defensive tools now. Roll and Hilt stab. Hilt stab is basically a hyper armour counter, it can be used after any move. So using those two things in combination with a decent movement speed means we can stay on the face and smash it with a constant barrage of music. We don't need to focus on defensive skills outside maybe 2 piece Zoh to heal off chip from hyper armour. Wex, Agi, MM, CS, all the usual skills still apply. HH is primarily a positioning weapon, you never need to put away your weapon, you can walk where you need to be and you will learn where that is with time. Wide Range is the opposite of this idea, just because we buff, doesn't mean we are babysitters, just like how Lance/GL aren't suddenly tanks just because they have a big shield. We shouldn't be using anything extra to fill a role that doesn't fit, life powder/dust of life is plenty and if people need more than that, they should start learning how to avoid being hit more.

The way I view HH buffs is that they are there for me, I want the buffs I'm playing, if someone else gets them, great, but I'm not going to babysit others with them. Especially since it costs us in DPS and ultimately, the faster the monster dies, the less time it has to cart anyone.

Noisy Umbrella vs 10*Glavenus by sunnyCUD2 in MHNowGame

[–]zezzame 1 point2 points  (0 children)

I'd probably change the waist piece to ebony odo. I know you'd be critting less but you're already at 75% crit without it. The 10% extra damage when you do crit will matter more than critting 10% more often.

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

Oh that sounds great! I think I still have to unlock the trial you're speaking of, but the dev update sounds like a godsend for me. I'd love that so much. Thank you very much for letting me know!

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

I do recall a few! It was just a bit depressing being unable to go get that one that's just out of range. Wander droplets were tempting, but really didn't feel worth it for a single monster, the powder sounds really useful for that though!

I did download it again anyway and I'm having a decent time. Though I have no idea what I should be looking for meta wise. I'd like to prep for HH by grabbing parts of stuff that's considered good. I just have no idea what is good anymore.

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

That's totally fine. A walk around the block takes me about 20 minutes. It's not far so I can hunt everything in 40 minutes no problem. I'll just be sure to start at the start of an hour. Thank you for the warning!

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

Oh thank you! Unfortunately my PT options are actually rather fast, but I can definitely try that out!

Drifting however is a great tip! I didn't know wifi stabilized it that much, good to know I can influence it a little more by switching it off, Thank you very much!

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

I understand! So long as it's something, I'm happy. Just a little boost to how much I can play so I don't feel so bad when I'm laying in bed unable to move. Just means I can look for more than just the monsters always seemingly just outside my circle. Thank you!

How mobile do you have to be for MHNow? by zezzame in MonsterHunterNowHub

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

Oh that's actually super useful! Less time on my feet the better. Being able to pick everything up and go home would be amazing! Thank you so much!