I've noticed that I seem to get a common 0 cost quite often whenever I pick the 0 cost option on this event. My understanding is that usually, when you get a random card, it's a uniform chance across all possibilities (i.e. rarity doesn't factor in). Does anyone know for certain whether this is the case for this event? It's very possible this is just perception bias, I haven't done any kind of measured testing after all, but I can't see any documentation one way or the other online about it.
Tables61
u/Tables61
I'm asking this question to assist my wife, who has been playing through Void Stranger on and off for a few months. I haven't played the game, except occasionally we look at a puzzle together and I have flashes of insight - but most of my knowledge comes from the Miraheze wiki, which I've occasionally used to give hints to her when she asks me to due to getting stuck.
So I apologise if I seem to be lacking expected knowledge or have spoiler tagged things wrong - hopefully everything is clear, however.
She is currently partway through the >!DIS route!< - more precisely, she has >!reached and entered the gate to DIS, and completed around 20 puzzle branes inside DIS!<. Based on checking the w
Minimum requirements to succeed at every Scales of Conviction decision in the game
docs.google.com/spreadsheets/d/1fDkvcc7_rgtV5...So my group recently retired our first characters, and I picked up Soothsinger while a friend grabbed Sawbones. My wife had been playing Three Spears for a few scenarios already. We're still relatively early and have reached Prosperity 3, and level 3 is currently what all 3 characters are at.
As I looked through the cards available for level up, and played a few scenarios to get familiar with the characters, my eye was drawn heavily to Melody and Harmony - having two songs active at once could get some crazy level of buffing going, coupled with
I've only recently started engaging in the community again after playing OT0 as blindly as I could, and being a massive nerd one of the first things I did was learn how the damage formula works. So I was quite interested to see that somehow, even if you get 999 in a stat, using nuts will still increase your damage. Is 999 not really the cap? Do weapons push past it? Today I had an idea on what may be causing this, and decided to test it. And my testing makes me believe I've cracked what's going on.
In short: Every Octopath game has had a damage multiplier that scales based on level. In OT0 however, this "level" based multiplier includes bonuses from nuts. That means boosting your base attac
This post is quite different to my usual posts on here. It isn't a guide, it isn't even anything that currently exists. It's more like... I want to share a concept I've been thinking through, and maybe discuss it.
As it stands, I feel that the Break to 50% stronger galaxy section of the game is the least interesting section. There's a couple of reasons why - it's a rather slow section, taking ~16 hours in a speedrun and often around 2-3x that for casual players. It's very idle - you spend the majority of the time with the game closed to take advantage of offline IP generators*. There's not really many interesting decisions to make - you mostly just see what your peak IP/min is, set crunch a
So, as the title says - today I finished my Frosthaven campaign. This was a solo campaign played via Tabletop Simulator (Frosthaven Enhanced). And finishing a game this big, I have a LOT of thoughts I'd like to share. Like I could probably make a 2-3 hour video of me waffling about things I liked, disliked, what made the game so amazing and fun, balance thoughts etc... but you know, I'm not much of a video person, and I don't feel like typing 30,000 words for a dozen people to read - so I'm gonna try and keep it brief.
First things first, this game is, um, amazing? I got kinda completely addicted and played a scenario almost every day for the last 3-4 months when I had time after work, or w
Should go without warning but spoilers for scenario 59. I played Astral and Deathwalker, so there will be some Astral spoilers ahead as well.
The scenario is one of the ends of the Unfettered quest line, specifically >!Automaton Uprising, where you ally with Orphan!<
!First time I played this scenario was part of my Infuser's first chain of scenarios. We beat the two preceeding scenarios, which all force linked into the final one - I hadn't quite expected the double forced link or I'd probably have chosen a different first scenario! But regardless I played it, with my woefully underequipped Infuser... and really enjoyed the challenge, but still lost. Reading the scenario it sounded crazy
So I saw the thread about Ochette and attack nuts and replied with this info there - before realising I was talking about the wrong game and wrong Hunter. But it's a fun tidbit not many people know about so here it is in its own thread.
A lot of people have noticed Linde's damage scales up as you progress through the game - albeit slowly. But what it scales on is in fact H'aanit's base P.Atk - that is, her P.Atk with nothing temporary modifying it. So it excludes subjobs, weapons, skills etc. and of course it excludes in battle buffs. For the most part that simply means it scales with H'aanit's level, sinc
So, the Haven games are complex rules wise. I don't think that one will get much disagreement, right? As a result it's easy to make the odd mistake here and there. Most are trivial, but some you look back on and realise... maybe they would have significantly changed how your campaign went if you'd played them properly. I've got three from my Frosthaven campaign
- (Item 014 spoiler) I had been using the >!Heavy Sword quite happily on a few characters to deal more damage with attacks, especially AoE attacks. But at some point, something made me question if I'd understood what "one attack" was correctly. So I looked it up, and... nope, I hadn't. I had thought "one attack" meant "one attack ab
I'm back again. This time it's a scenario that I've found other people struggling with, not just me!
This is Rising Brine, a Job Posting scenario. So I can easily just skip it, at least - but wow, this scenario seems insane. The tide moves an average of 9/8th of a space each turn, so you'd expect on average the tide to destroy the barrel on about turn 11 - meaning you have about 10 turns to kill the boss. However it is very random due to the deck mechanics - my 2nd attempt at the mission the barrel died on turn 8 (then again, so did I) so I'd have had to kill the boss by turn 7 to have a chance. 10 turns isn't a lot, when you've also got a big swarm of enemies in your path to get through, n
So I've been playing 2P solo for a bit, and am at the point I want to retire my Blinkblade. That requires completing scenario 70, and unfortunately as I've discovered - this scenario's balance ends up tipping kinda high if you're playing 2 player.
As a reminder, this is the retirement quest with the giant tree to protect. The tree has 2 x C x (L + 3) health, which for me - 2 player at level 3 - is 24 health. Not a whole lot!
The first attempt, I opened the door blind, and all 5 enemies in the next room rushed the Tree before I could even get in and do anything. It was down to IIRC 9 HP before I even took another action, and died on the next turn as I frantically tried to do anything to k
I'm still pretty early in my campaign, completed about half a dozen or so missions, and I think I have the basics of most of the rules - but there's definitely a few edge cases or other oddities that I want to check I'm playing correctly.
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With summons e.g. Boneshaper skeletons, will enemies prioritise attacking the summons over the main character when initiative is the tiebreaker? I believe yes, since summons take their turn just before the controlling character, but it feels a bit weird standing right next to enemies with a skeleton beside you and not getting punished for it.
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With long rests, if two or more characters long rest at the same time can I choose their initiative order, a
So, having finished the main story of X DE (and a lot of the post game) I've been thinking a bit about the new DE features with party selection, the new characters and how it's all implemented. And I have to say, there's definitely some really nice changes in it all... but I can't help but feel a bit disappointed in other ways, as well.
Let's start with the good:
- The party selection menu is a godsend. If you played X on Wii U - you know how much of a pain managing who was in your party could be. You literally had to go find the characters you want and talk to them to add them to your party, every time - not a fun system. So being able to just quickly open a menu and put them in, even if
![A different kind of tier list: Frosthaven Battle Goals [Minimal spoilers]](https://i.redd.it/05bt5zfzj58f1.png)