JSConrad45

u/JSConrad45


r/Warframe•

Question about the bonus damage against rad-affected enemies effect of orange archon shards on Oberon: how does it compare to red shards for ability strength? Both are 15% when tau-forged, which would suggest that they're equal, but that seems odd given that it costs a red and a yellow to make an orange.

My guess would be that orange shards are applying to final damage multiplier, like Roar. I have noticed that, when using orange, sometimes enemies appear to die outright from Smite, which ordinarily should be capped at a percentage of their current HP. This leads me to think that I'm correct about it being a final damage multiplier. Am I on the right track?

17

There's a lot of cool and useful interactions in the game that aren't immediately obvious, so here's a rundown of stuff I've picked up so far. If anyone's got some that I missed, add 'em in the comments.

Black Panther

  • this is his core mechanic, but from how much he seems to be getting killed in-game people aren't using it: his dash attack gets a cooldown reset and grants overshields if you use it on targets with the "Vibranium Mark." His spear toss, Spiral Arrow, and ult all apply a mark on hit (the ult also resets his dash cooldown on use)

  • if you jump off a wall while wall-running, you can double jump afterwards

  • when below 100 HP, he gets a 20% damage boost. This is indicated

3623

r/SaGa•

There's a number of special mechanics that didn't work as intended in the original version, and I was wondering if anyone has been able to confirm whether or not they'd been fixed in the remaster. I know they left in the gold trick and the junk shop glitch, but they also fixed at least one bug (monsters transforming into a Butch when they should've become a Lich), so I thought maybe some others might've got touched, too.

Relative facing - a number of attack processes are supposed to get a bonus to either accuracy or damage (oddly enough never both that I'm aware of) when attacking an enemy's flank, and a larger one when attacking from behind. However, there were two major problems:

73

r/Guiltygear•

I noticed in the Arc World Tour that Slash likes to use 5K>WA a lot, and I was wondering why he does that instead of 5K>6H>WA. They work in the same scenarios (only comboing if the 5K is a counterhit), and both have a reversal window on non-counterhit or blocked 5K, so why not throw the 6H in there for the extra damage or RISC? Like obviously Slash is really damn good so there must be an advantage to this that I'm missing, so what is it?

322

r/riskofrain•

Prestige runs?

Discussion

Haven't seen anyone talking about the Artifact of Prestige and how bonkers it is. How far has everyone been able to get with Prestige and activating all the Mountain Shrines they can find? I can't even reach the Temple yet, or even get past stage 2 if it rolls an elite Lynx Totem. I still haven't got the hang of dealing with those jerks and their adds (particularly the harpoon-throwers that lead their shots) cleanly.

10

r/Guiltygear•

S3 has added some new staggers and guard crushes that are going to be happening in places where they might not have been possible before. So you might not know everything there is to know about them. Here's a PSA for you.

STAGGER

Stagger differs from ordinary hitstun in that it is throwable, and its duration is variable. When you are put into a stagger state, a bar appears above your fighter and drains, and once it drains it's possible to press a button to recover. Your objective is to press a button the moment the bar fully empties, allowing you to recover as early as possible. If your timing is perfect, the button icon on the bar flashes gold; red indicates less than perfect but stil

115

Some other folks posted the trailers and launch announcements on here a while back, but in case you missed those, Friends vs Friends is an arena-shooter deckbuilder. I played it quite a bit over the last few days, and it's just damn neat.

The way it works is it's a 1v1 or 2v2 arena shooter (of the fast movement, moderate TTK variety), and then you have a deck of cards that you draw a hand from at the start of match, and you play these cards to tilt the shooting situation into your favor. All the things that would ordinarily be pickups in an arena shooter are cards (various weapons, health kits, grenades), but then it keeps

301


r/gamedesign•

Custom builds are a great idea with a great promise: as you play, you get to make decisions and trade-offs about how your player avatar works and arrive at creative solutions to the problems the game throws at you! How cool is that?

Unfortunately, custom builds are cursed. There will always be a build that is the best at solving the problems the game throws at the player. Or a set of best builds depending on character class/weapon type/what-have-you. And players are going to figure out what the best build is, because that’s what they do. Once that happens, the promise is broken. There’s no more creativity, no more decisions -- the metagame crystallizes around the best option, to the point

114

r/PaladinsAcademy•

Q1: I mostly play tanks, because I like tanks. Played tanks in Overwatch. Initiating and controlling fights to make sure that the force my team can apply to the enemy exceeds the force the enemy can apply to my team, that's my jam. But the things that people seem to be expecting from me as a tank seem... not smart? Like people seem to expect me to get on the point ASAP and sit there. My instincts are that I should be in at the front of our aggression, the first thing exposed to enemy fire, and initiating a fight on such terms (terrain, timing, angles, minimized resource cost to engage vs maximized resource cost for the enemy to counter-engage, etc) that give us the advantage so that we can r

2213

r/EnterTheGungeon•

At least I'm pretty sure that the Silver Bullets were the key ingredient. I had the jammed >!Dragun's!< first phase down to about 75% when the Phoenix Up familiar shot it, ending the phase immediately. Then it happened again on the >!Lich!<, he was jammed in the third phase and the phoenix shot him when I had done only a little damage, killing him instantly.

I also had +1 Bullets but nothing else affecting damage (except the Convict's photo, but I'm not sure it was active the second time, and definitely wasn't the first time because I got the Master Round). So that's +225% for a jammed enemy, +25% for a boss, +25% for +1 Bullets. That little bird's base damage must be pretty hig

50

r/gamedev•

There's a lot of general "how does car" tutorials and junk but that's not what I'm looking for. I'm trying to track down people (especially but not limited to the people who developed it) discussing implementations of vehicle physics in specific games, and the reasoning behind the choices made in those implementations. I'm also especially interested in this regarding games that aren't trying for simulation, but instead get abstract deliberately to achieve a desired effect.

I've managed to find plenty of stuff about Rocket League, such as this: https://www.youtube.com/watch?v=ueEmiDM94IE which is great, but otherwise I'm having trouble turning things up. Anybody know of some other stuff?

126