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Showing content with the highest reputation on 03/05/21 in all areas
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4 points
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Druidstone - The Secret of the Menhir Forest is much better game, than I have anticipated. Well at least on Hard Difficulty, it is really challenging, so I have to click restart once in a while, but I am really enjoying it. The writing is by no means stellar, but it is a fresh puzzle turn-based game. Finished so far 6 missions, 4 of them in 3 star rating. The other two, I will replay when I get little bit more powerful I can only recommend, so far 4 out of 5 stars If anyone would like to check how the game plays, feel free to watch my game3 points
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This was easily my favorite book as a kid: 600 pages full of diagrams and explanations of virtually everything, or - as the cover states: From ballpoint pens to nuclear fission.3 points
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3 points
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Glorifying violence! LOL if that’s what they actually said they were even more clueless about the images than I was!3 points
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[CLASS BUILD] Vorpal, The Quiet Executioner – Assassin Devoted with Amra 2H Axe - Solo PotD Class: Assassin/Devoted (technically Amra gives you 2 Barbarian-like abilities that will proc in almost every fight, so this is more an Assassin/Devoted/Mini-Barb!) Concept: Very synergistic mix of stealth and melee dealing high damage and CC to multiple targets. Can be crudely summarized in 6 words: Clear Out With Amra From Stealth. This is a No-Rest build. Game Version: RTwP. Works with latest updates and DLCs as of v5.0.00040. I recommend the Full Community Patch and the No Forced Rests mod (otherwise just metagame around them, it’s fully viable but just a bit annoying). PotD Solo Viable: Yes. However be advised that you will NOT be able to best Hauani o Whe… at least not without a lot of tedium and RNG luck involved. Not that it really matters to this build anyway. Companion: Nope (meant to be played solo by definition). Maybe Edér could approximate but he would be noticeably weaker. As always, this is going to be a somewhat long post so please bear with me. I’ll explain briefly why I think this toon is interesting, go over the specs and key abilities, and detail some useful strategies throughout the game. -----INTRO------ I won’t bore you with my long thought process on trying to build a strong solo melee MC Assassin, but I’ll just explain why I ultimately landed with this one and why I find it interesting enough to share with the community: It is one of a few melee glass cannon builds that is viable to play solo on PotD. Also one of a few strong MC Assassin combinations that is neither a ranged weapon user nor a spellcaster. It makes optimal use of the 2-handed Axe Amra, which is a super cool weapon obtainable very early, but that can be somewhat hard to build around effectively. It is very synergistic: the end result is noticeably stronger than the sum of its parts. You start with a typical Fighter/Thief archetype, but you end up with a cloaked meat grinder from Hel. It has a very fun playstyle, feeling both very dynamic and powerful. Once you get the hang of it, you’ll have very few reloads. Tearing groups of enemies apart with a well-placed Clear Out leaving sturdy opponents prone with half their health missing while you turn invisible for a second round is some of the most fun I’ve had in melee with this game. Before going through the specs, I’ll just mention a couple more things: Devoted is optimal here in combination with Assassin + Amra and other items because together they concentrate a lot of goodies that are important to this build: on one hand piling up a ton of Accuracy, (Crit) Damage, Penetration and Sneak Attack/Deathblows-enabling Afflictions to kill very fast and on the other hand having Invisibility, Crowd Control and lots of passive Healing to stay alive. The downsides are almost nonexistent because: you can still use other weapons with pretty good accuracy if needed, there are very few enemies strictly immune to Slash DMG and you can punch through virtually any Slash AR. Plus as a backup before getting Amra, Devoted bonuses also apply to your fists (hello Monastic Unarmed Training). It has been said before but for those who are wondering: Assassin builds can somewhat counter-intuitively benefit more from a high DMG 2-hander than from dual-wielding, even if most of their offensive abilities are full attacks - and this build is another one to prove it. This is mostly because of stealth and recovery mechanics and how they work with initiating combat, but also because in our case we will use a lot a certain Fighter ability (Clear Out) that is a primary attack anyway. -----SPECS------ Race: Aumaua (Coastal probably optimal, doesn’t matter too much) Background: The White that Wends – Hunter FINAL STATS WITH ALL PERMABUFFS AND NO-REST BUFFS AS OF 5.0 (without combat buffs): MIG 30 (18 Base +2 Aumaua +2 Berath +1 Gift from Machine +2 Alchemic Brawn +2 Hot Razor Skewers +2 Woedica’s Strangling’s Grasp +1 Chameleon’s Touch) CON 10 (3 Base +2 Berath +2 Alchemic Brawn +2 Konstanten Boon +1 Upright Captain’s Belt) DEX 23 (16 Base +1 Chameleon’s Touch +2 Berath +2 Alchemic Guile +2 Amira’s Blessing PER 28 (18 Base +1 White that Wends +2 Berath +1 Konstanten Boon +1 Effigy: Sagani +2 Alchemic Guile +1 Savage Cunning +1 Cauldron Brew +1 Ajamuut) INT 24 (17 Base +2 Berath +1 Konstanten Boon +2 Alchemic Wits +2 Charm of Bones) RES 11 (3 Base +2 Berath +2 Alchemic Wits +2 Nature’s Resolve +2 Rikuhu’s Blessing) ADDITIONAL PERMABUFFS: Food: Hot Razor Skewers Adratic Glow All Trainings Dawnstar Blessing Luminous Adra Potion Nature’s Resolve (Accuracy) Savage Cunning (Survival) Galawain’s Gift x3 (Acc. against beasts) Infamous Captain, Bonus Skills, Champion Stats, Port Maje vendor, Fully discovered Map, Bonus Money… invested all 105 Berath’s Blessing Points SKILLS This time counting all the bonuses and items I invested to have 13 Athletics, 13 Mechanics, 12 Stealth, 12 Diplomacy, 18 Survival, base + bonuses on others). Temporary focus on Arcana as needed to steamroll certain big end-game DLC fights. ----- ABILITIES ------ ASSASSIN (+GENERAL) Crippling Strike, Backstab, Fast Runner, Smoke Veil, Blinding Strike, Dirty Fighting, Two Handed, Arterial Strike, Gouging Strike, Combat Focus, Persistent Distraction, Tough, Uncanny Luck, Deep Wounds, Improved Critical, Deathblows. DEVOTED Disciplined Barrage, Warrior Stance, Disciplined Strikes, Rapid Recovery, Weapon Specialization, Conquerer Stance, Unbending, Armored Grace, Clear Out, Unbending Trunk, Weapon Mastery. OPTIONAL/SITUATIONAL Until you get Amra, you should go Monastic Unarmed Training and 2 weapon style. The Rogue’s Deep Pocket is helpful if you temporarily switch to Arcana-heavy to remove a bump in the road with a barrage of scrolls. I will comment on those choices in Strategies further below. Note that I have tested a lot of the other passive/offensive abilities and none seemed to bring a lot of additional power or utility - happy to discuss though! -----GEAR------ Weapon Set 1: Amra! Mythic, Wanton Gore, Tempered Fury. Weapon Set 2: Nothing critical here but I like to keep handy Oathbreaker’s End, Magran’s Favor, Slayer’s Claw, The Red Hand, Dragon’s Dowry... Head: Helm of the Falcon. Keep handy Acina’s Tricorn. Neck: Charm of Bones. Keep handy a couple Fireball Necklaces for fun with Boeroer’s stacking trick. Chest: Devil of Caroc! Mythic, Heart of Bronze, Devil’s Due. With permabuffs, it gives us 12 Guile & Discipline / Encounter. Cape: Ajamuut’s Stalking Cloak! Gloves: Woedica’s Strangling Grasp. Keep Burglar’s Gloves and Firethrower’s gloves handy. Ring 1: Chameleon’s Touch. Keep handy Ring of Focused Flames. Ring 2: Ring of Prosperity’s Fortune. Keep handy Ring of the Marksman (keep Kuaru’s prize handy) Boots: Slippers of the Assassin! Keep handy Rakhan Field’s Boots for fun, and Sandals of the Water Lily. Belt: Upright Captain’s Belt Pet: Abraham. Keep Eviee handy. Potions: Invisibility, Ryngrim’s Repulsive Visage (this potion is always amazing in tough fights if your enemies are vulnerable to RES afflictions), Ascension, Healing. -----GENERAL STRATEGIES------ The general strategy until you start fully solidifying this build is to use Rogue abilities to focus down targets one at a time, and reset the fight as appropriate with Smoke Veil. Do not keep the fight up for too long at a time. At the beginning, you will use your fists, which are surprisingly effective and will carry you well into level 12-13. Buy all the nice stuff in Port Maje, the Necklace of Fireballs from the optional vendor in particular can be nice to quickly dispatch the drake and its buddies at the Digsite and save some time. You can go to Gorecci street at level 4+ and punch everybody to death, which is nice. After Port Maje, you can start getting a lot of levels under your belt quickly, while starting to pick a lot of the items and permabuffs that will enhance your combat abilities. Pick Amra when you want to go to Dunnage, there’s no rush. At this point already, you can virtually kill anything with Gouging Strike if you take your time. The Slippers of the Assassin are a great early add for a free invisibility once per fight. Helm of the Falcon + Abraham + DoC breastplate + Armored Grace is going to put your recovery in a really sweet spot. From an item point of view, Ajamuut’s Stalking Cloak is really a big upgrade when you get it (increased ACC, DMG + free Stun on hit from Stealth/Invisibility). Things start to be really strong when you get Clear Out. Then of course Deathblows with Persistent Distraction/Clear Out and Unbending Trunk when needed will drastically improve your combat potential. Let’s discuss some cornerstones of the build: AMRA: what a beauty. Very high base DMG and PEN, bonus crit DMG, a situationally nice weapon modal when you want to boost your DoT, a no-drawback Frenzy proc that puts our MIG to the max of 35, a Carnage-like proc that can seriously boost your DMG output on all enemies around… In practice, those procs will always trigger in serious fights. The build is entirely well, built around this weapon. SMOKE VEIL: Absolutely crucial of course. Can be used to run away and reset a fight, or more honorably to ignore incoming attacks, deaggro enemies and prepare your next devastating attack. ARTERIAL STRIKE AND GOUGING STRIKE: The bread and butter of most Rogues, these abilities are useful from beginning to end. Arterial Strike is really nice when you can make the enemy run around or chase you without taking nasty disengagement attacks. Potions of Ryngrim’s Repulsive Visage and Clear Out will be helpful for that, and of course you can create a horrible DoT-fest between Arterial Strike, Gouging Strikes, Deep Wounds, Bleeding Cuts… Gouging Strike is cheesy but so powerful of course. It can simplify a lot of fights and help you effortlessly farm Mythical Adra Stones with Dorudugan and Belranga. DISCIPLINED STRIKES: Disciplined Strikes and other Hit-To-Crit modifiers can get you to serious conversion rates, to complement your already high ACC. This is key to maximize because a lot of our crazy DMG bonuses are On-Crit. With Disciplined Strikes, Dirty Fighting, Uncanny Luck and Prosperity’s Fortune, you can get to almost 50% Hit-to-Crit conversion, and up to 61% with a potion of Perfect Aim on top. [1-(1-0.25)*(1-0.25)*(1-0.15)*(1-0.1)*(1-0.1) = 61%] CLEAR OUT: I could write a poem about this ability. A weapon ability that hits in AOE is always great. If it pushes and inflict prone on top, even better. Clear Out actually hits enemies twice with damage for some reason unknown to me, which bumps it up a tier. I think there are a couple funky things happening with those double hits in terms of the interactions with Sneak Attack, Deathblows, Assassinate and Backstab (the Raw DMG lash version from the Community Patch) but the bottom line is that in almost all situations you are going to hit like a truck. DMG per target will very often be in the 200-300 range, and you can of course prone-lock opponents. Now this ability is supposed to be balanced by the fact that it targets FORT, which is usually the highest defense on PotD. But we can reach an ACC of 173 from invisibility and a high Hit-to-Crit conversion rate so… yes, this ability is insanely powerful with this build. Clear Out alone with a few Smoke Veils can win a surprisingly large amount of harder fights. UNBENDING TRUNK: With such high MIG and Dawnstar’s Blessing, your healing is so high that this ability becomes essentially a “Cannot Die” effect for as long as it’s up. As simple as that. -----THE END------ Always happy to read your thoughts and potential for improvement! If like me you’ve ever wondered what would happen if we gave a giant battle axe to The Predator and dropped him on Eora, then I think you may have fun with this toon!2 points
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I for one applaud the realism of SMC of showing how if teenage girls want to have helicopters and high-end apartments, they simply need to pull themselves up by their bootstraps. Taking advantage of plot holes in a fictional magical universe is just good life choices. @BartimaeusBut that can be removed with Remove Curse, which seems to happen to Usagi every season.2 points
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Cheers! I'm doing a revive because of "Penetrating Imbue". I just now created a hireling Arcane Archer and looked at the ability screen. I have spotted two tiny problems: The ability "Penetrating Imbue" has no unique icon but uses the same icon as the subclass. I made a quick icon for this (see below). The name is a bit off because "imbue" is a verb - but in this case it should be a noun. I would suggest "Penetrating Imbuement" Would it be okay to change those two little things with the next update (whenever that is - I don't think this is pressing)? See you! --- Icon svg: penetrating_imbuement.svg png:2 points
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you funny majestic . but there are so many good romance games out there to play ?2 points
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Disappointed in my Youtube recommendations, seems they think I am super into whining about SJWs and videos about guns (mostly crap where some guy "reviews" things like the SCAR or Glock) for some reason. I guess I should be grateful it's not Prager. Almost miss getting the Muslim dating service ads.2 points
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Bought a big cup of gumbo for breakfast. Heading home today by way of Shreveport. Going to look at a few other state parks along the way. Besides most of the places around here won’t let me bring Sunny in so to hell with them.2 points
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It's his estate that pulling the books from being reprinted again. So...2 points
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2 points
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Fortunately I'm on the hills already, and not quite in the right place for an evacuation even if at low altitude. A tsunami that reached my house would need a Chixulhub asteroid or a 9.9 MM earthquake, and in either event the tsunami might actually be the lesser effect compared to the nuclear winter etc. A 7.3 a 7.1 and a 8.1 earthquake all within ~6 hours of each other makes for an interesting morning. The tsunami didn't really do much except stir up sediment and give an early high tide but you definitely wouldn't want to be in the water at least. It does kind of remind me of when we had international media phoning up about the Fiordland earthquake (7.8 and on mainland NZ rather than a long way off shore) and being baffled that no one was injured let alone dead and how its biggest effect was startling the mythical fiordland moose.2 points
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When it's too big to get a good, full screenshot. This is not a zombie-horde defense home, btw. Those would be more spartan and combat functional. Building a couple of those a few game-chunks away from this thing. Just sayin'. See that hill that I'm building the planter boxes on? I'm going to cover the entire thing with those and porches and the like, then build another "house" at the top, which will have a height-walkway from one to the other. The farm-plot squares are at least not all-concrete and look better with the plants in them. Maybe that'll work for zombie spawn prevention. I'll think of something...2 points
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2 points
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Hey, they're not as scary as the SMC aliens, so at least it has that going for it (sorry no Ami, there was literally not a single picture of her on the wiki for some reason - everyone else had multiple, and I didn't feel like finding a different wiki to get one of her, lol).2 points
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I must admit, that this "potion of salvation" looks totally non-gentle and spreads crutches smell in a dozen meters AoE, but at least, it doesn't break 99% of mid-level fights. My hats off, and i'll keepin' eye on this solution.2 points
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This make more sense if you've been to London, but still, who knows.2 points
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2 points
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Been awhile since I posted here... But I've still been doing these (if anyone here is ever watching?) - I just released Episode 64 - only one more episode to go - 65 is the final episode. Might as well post the play list that gets you at the start - rather than update each of the episode links here... https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ&ab_channel=NeverendingNights2 points
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I'll let David Warner explain what I'm yelling at the screen when I do that:1 point
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Sailor Moon Crystal, Act 35. Gonna keep this one short unless something totally insane happens that I have to comment on. I want to get this over with, four episodes (including this one) left.1 point
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@Hotaru: I'm deleting from my brain what I don't want to see or hear. Or at least I'm trying to, but you keep giving these horrible screenshots of the terrible things being shown in this show! Uh, is SMC schizophrenic? That's rhetorical - I know it's actually just bad. @InsaneCommander That's the episode that I started to realize that Minako was the best, .1 point
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You need to be careful, lest I write another ten page essay on mythology and how it relates to Sailor Moon. However, here's the short version: If going strictly by the names, then yes, Saturn - the Roman equivalent of Kronos and therefore the God of Time - would be a better fit for what Pluto does in the show. But that would also make Saturn the father of Pluto, Jupiter and Neptune, and Uranus the father of Saturn... and I'm sure you're beginning to see the problems here. If you want to look at the girls, their personalities and their planets you need to delve a bit into astrology, where Saturn represents death, poverty, endings, but also fears and inhibitions (modern astrology sees Saturn as a planet representing challenges to be overcome, not something entirely negative per se). Its representation is similar to the Major Arcana card "Death", which not necessarily means the literal death of someone, but also an end to something, and perhaps a new beginning. In terms of Pluto we're reaching the limits here, there is nothing that would suggest any of the Sailor Senshi to be a good representation for a Guardian of Time. The closest you can get though, really is Pluto, but not as her being the Guardian of Time, but as a representation of transformation and upheaval - or, as she says in her introduction, guided by the planet of revolution. Pluto in astrology represents extremes: Change, transformation, upheaval and revolution without the ability to go back. Insofar her watching over time and making sure nobody goes back (which she really sucks at) does make a tiny bit of sense. As much sense as astrology can make, anyway, yes? Also, if you keep spoiling yourself with google we might as well stop bothering with making sure you don't read what you're not yet supposed to. Yes, absolutely. To my absolute shame I did not fully believe in your prediction. I shall repent. There seem to be an awful lot of animes that are called Fate /, are they all kind of connected? Where to even start?1 point
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You can still use min/max builds. Depends on what is min/maxed. Glasscannons need to lure and kite a lot though.1 point
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LMAO They actually did try to fully explain the detail about where their money comes from, exactly how I predicted they would because it'd be the stupidest thing possible to do? And it was...just as dumb as could be imagined? Absolutely incredible, top notch stuff. @KaineParker I'm not certain about Confusion, but Feeblemind at the very least is permanent, .1 point
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Besides the +2 PEN a Devoted only gets +25% crit damage (so 50% overall), not crit conversion. The 25% crit conversion comes from Disciplied Strikes.1 point
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When you want the solo achievement you are not allowed to take any companions or adventurers - so you can't do those stronghold missions. You are allowed to emply those hirelings in a solo game, no problem. They help with defense against raids. Solo only means you are not allowed to use party members at any time. THose hirelings for the stronghold are not party members. But they cannot go on mission either. Cipher and Druid are stronger than Rogue or Fighter. All casters are potentially stronger than the pure martial classes. But all of them can solo the game on PotD. Paladin is maybe the most safe way because you can raise the passive defenses so high that the chance of dying is quite low even wen you don't know 100% what you are doing. However, it's also a slow grind. Chanter and Cipher can be a good mix of safe but not too slow. Wizard, too.1 point
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Yes, the initial target gets hit twice (not the rest of the enemies though). I thought that was widely known. But the better synergy is Carnage (or Wanton/Riven Gore) + pushing. Like I reported in the past a Monk/Barb can hit an enemy twice (with FoE AND with Carnage) when using Force of Anguish because he pushes the enemy into the Carnage AoE that is centered around that enemy. You hit, deal damage, push and then Carnage procs and hits again. Same happens with Clear Out + Carnage (or in this case, Amra-Carnage). - but here ALL enemies get pushed so all potentially get dmg rolls twice (Clear Out + Carnage). Usually - if you hit 5 enemies you will see 10+ Carnage rolls. If Amra-Carnage procs often it often won't stack ("Similar effect with longer duration already applied"). Don't know the exact mechanic. That's why I prefer Riven Gore over Wanton Gore because the destroy effect still procs (iirc). A Fighter/Barb with Clear Out + Amra can even apply dmg thrice (Clear Out + Carnage + Amra). But of course an Assassin has other goodies. Although I think that the Clear Out AoE hits (after the initial attack roll) will no profit from Assasinate? Or does that work nowadays?1 point
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Yes, I'm actually joking and not really asking these questions. It is not suppose to be any different. Or maybe she really can't change the way she is.1 point
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Just watched the King of Zamunda 2. Pretty good movie. Honestly a much better representation of african culture than the stupid Black Panther movie was. /Edit: I think the original title is Coming to America 2.1 point
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wow really creative, i love it. by late game are you mostly relying on unbending for survivability, or are you still using a lot of de-aggro and re-engagement? *jaw drop* did not know that.1 point
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I just found out that the actress that plays Scarlett Witch, or Wanda, is the younger sister of the Olsen twins.1 point
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I'm going from memory man, cut me some slack. Oh yeah more Supah Ess1 point
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"Ebay on Thursday started removing listings for the six Dr Seuss books that are no longer going to be produced. They emailed people who had listed the books, saying that the post violated their 'offensive materials policy'. " Huh, doesn't really mesh with the headline. Nor do the screenshots from the eBay emails, that's the Mail I suppose. Time to go watch some people impotently wring their hands about 'cultural marxism'.1 point
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First point: The actual explaination for this is: Nobody involved (not even - or mabye especially not - in the source material) thought about time travel rules of the setting before they introduced it. Therefore a lot of these little inconsistencies crop up here and there. Not even the normal run of the show seems to have any linear passage of time. You have five seasons in there and a lot of seasonal changes in them, but the girls age for a grand total of two years. The most common way to reconcile this in terms of fan-canon is assuming that Usagi reset the entire timeline with the Silver Crystal at the end of the first season and the girls are 14 for two consecutive years, and the events of the first and second season of Sailor Moon essentially play concurrently at the same time. How or why the Dark Kingdom remains destroyed in the face of this reset is... well, let's face it, you can only go with the explanation that Lost offered: It's magic. Don't bother trying to understand, just enjoy the ride. However, and now it becomes really complicated, after you've watched the entire run (and this will be spoiler free), the closest you can get for explaining everything that happens on the screen in the least inconsistent manner is: Sailor Moon is a mutable single timeline with enforced time stability setting except for memories (people retain their memories of events that never will happen). This is only true for the show, by the way, and introduced as a concept in the filler arc of Sailor Stars. Therefore, every character involved, especially those from the future, must take care that events play out in the exact same way they originally did, because otherwise they would change history (they still kind of do, anyway, but that's something else). That explains the King's actions in R (and a few other things, later). Usagi resets the timeline at the end of season one and locks the girls' and her memories away so they can have a chance at a normal life. Luna's and Artemis' memories are kept intact so they can re-awaken them as Sailor Senshi if something goes wrong. While it is not shown directly, the only way for the Dark Kingdom to not show up again is for Usagi to have stopped the reincarnation of Queen Beryl from finding the sealed tomb of Metalia (like I said, it's magic). Sailor Pluto is a Time Lord. Her appearances on the show are set a different times of her personal timeline. The spacetime corridor from R exists outside of spacetime itself, because otherwise you couldn't have #3. Sailor Pluto isn't really that good at her job. Second point: No, it will not, you'll need to live with that. The show will almost neurotically stick to the established formula for its entire run. There are some exceptions, but expect it to be here to stay and you should be good.1 point
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I've started to play Druidstone - Shadow of the Menhir Forest. Pretty nice indie turnbased puzzle RPG. Started it directly on Hard Difficulty, so I am curious how far I can get, before picking all of my hairs one by one But so far the first mission was nice to play and visually pleasing Despite me needing to restart it in both missions once1 point
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I agree that Tekehu is also pretty sweet. I'm really liking Maia, in fact I sat Aloth on the bench despite being more powerful just cause I enjoy her banter. And yeah the story is kinda meh in comparison, but it also doesn't matter. The driving force is how cool all the side stories are, the truly MASSIVE amount of things to do. I've got the watcher to lvl 13 and I don't think I've even done a third of what's available. The best part is all the side quests are actually interesting. I'm just looking for turnips for xp or some bunk like that.1 point