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yes
I GET TO PLAY FACTORIO WHEN I CLOSE MY EYES
I GET TO PLAY FACTORIO WHEN I CLOSE MY EYES
I GET TO PLAY FACTORIO WHEN I CLOSE MY EYES
I GET TO PLAY FACTORIO WHEN I CLOSE MY EYES
I GET TO PLAY FACTORIO WHEN I CLOSE MY EYES
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how much do the demigods really know about Percy?
Frank and Hazel first knew him as just a guy who showed up with a goddess on his back. everything he does from that point onward is equally bizarre, and certainly impressive, but perhaps not exactly legend-worthy. by the time they’ve won the battle against Polybotes at New Rome, their experience with him confirms he’s a badass, but the hints and jokes he drops about his past can’t all be real, right?
Jason, Leo, and Piper would have been showered in stories at Camp Half-Blood. did you know, Percy fought and killed a Kindly One and the Minotaur before he even got to Camp the first time? did you know, he was the first one on our side to suspect Kronos was rising? did you know, he revealed who poisoned Thalia’s Tree? did you know, he and Annabeth held the sky? did you know he crashed his own funeral? did you know he made a hurricane?
did you know, did you know, did you know?
but how many of Percy’s stories do the campers really know? what did Annabeth and Percy keep to themselves in their retellings? do they know Luke forced Percy to fight to the death in an arena? were they told Percy actively chose to be the subject of the prophecy to protect Nico, who almost certainly hated him at that point? do they know Percy was the reason Mount Saint Helens erupted? do they know he fought Hades and his army, and won?
the campers all think Percy is a legend, but when they find out there’s more? that’s when they start to think of him as a god.
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Unpopular Wizard101 reddit post that I took the opportunity to vent on.
The animations are cool, but maybe add an option if you're soloing to just show a png of the spell card to speed it up.
There should be more side worlds.
Pet banks need to exist
Having a furry as a concept artist was the smartest decision kingsisle has ever made
The integration from 2D to 3D has a lot to be desired, too many things are bug eyed, inconsistent color palletes, and proportions that don't match earlier world.
lip-syncing was a mistake
Pet-stitching should exist if different pets give different cards, what if I want kookaburra cards on a forest leviathan or crow?
speaking of which You should be able to customize which item cards a pet has, I want to give my life pets feint and I'm willing to breed for it.
Pet breeding is way to time/effort costly.
Set bonuses could have been incredible for set building (an under-hyped part of the game), but they just kinda suck, the first boosts are too useless, and the last boosts are good, but composite sets just outclass them. they need a total rebalancing.
The only useful set bonuses were the Dinosaur pet and the dragoon gear. both are now obsolete.
Making bosses with universal resist and then making them a bit more resistant to fire/storm/myth is counter-intuitive to the point different schools, What's the difference between life and storm in the shadow Malistaire fight? the life has 100% pips and accuracy, boosted damage on first phase, more health, more resist, and can heal if they want. the storm makes it up in the second phase, but it pales in comparison to the first.
Going in blind into cheating bosses sucks when the cheats are too rough, I get instant killed the moment I choose the wrong spell, and usually categories of spells aren't allowed.
Healing, is that banned? what about maycasts?
Can I blade, what about aegis?
Traps, do I need to protect them as well?
Are auras an instant lose?
Do I have to aoe because targeting an individual causes them to -90 me? or is it vice versa?
Myth needs a "if you get 30 monstrology points for this creature you can get its summon card as an actual spell". It would be kinda broken, but myths identity would be saved and they kinda need it. It would also change it's gameplay to differentiate it from other schools
Arc 1's story is viewed as best due purely to cohesiveness and nostalgia. Morganthe alone is more compelling and you can at least see PART of what made her into who she is. A side quest where you can find one of Malistaire's memory crystals in dragonspyre as he tries and fails to save Syvlia would have done WONDERS for him. He might not have even felt overdone or pandering with azteca/darkmoor. the same could be said for daseign and grandfather spider.
World design (generally): arc4=arc3>arc2>arc1
notable highlights: out-of-water celestia and azteca
edit: grizzleheim too
More world design opinions, every arc one world besides Wizard city and grizzleheim have areas that are too repetitive.
Krok with it's recolored tombs. The digsite and colloseum are the only landmarks
marleybone with rooftops. (Remember the gazebo with the kidnapper? that was about as much variety as it got)
mooshu with the bamboo trails. remember is mirage when you fought in cites? That with china town syle would be awesome.
dragonspyre with purple/red pompeii style is the only style, its why the time travel is so memorable.
The krokosphynx boat, the marleybone airships, and the great spyre battle drake made the world seem so much bigger and more cohesive than several areas stitched together by loading screen.
Transportation methods besides teleportation and mounts and both variety and worldbuilding. so this is how they get around, imagine a battalion of drake riders flying through here or something.
a train where you could talk to the passengers and learn about whatever world you're in would do a lot.
There's not nearly enough puzzles, it would fix the problem of defeat x amount talk defeat and collect, talk talk defeat boss, rinse and repeat. Mixing up different game play like Khans dance game was great. Imagine trying to siege a castle with grumpy gobblers mechanics, saving a power grid with a bigger shock a lock, or making your way through a trapped dungeon way of the ninja pig style.
PvP for the better part of a decade has been nigh impossible to get into and the hieroglyphic parts killed any enthusiasm I may have had. I will say seeing the ravenwood teachers have new spells was really nice and I wish they would add more new spells up to level 100, 150 or just anything really.
Grizzleheim up to but not including Ravenscar has by far the worst story (after is peak though).
It's too much to go through in order to get to the meat of the story. Some more in your face foreshadowing or additions to the areas to maybe not hint that the coven is the bad guy, but the looming threat of Ymir's awakening could be pretty interesting. Just the idea of oh no, maybe I'm doing something wrong would add a lot to early grizzleheim.
Newer worlds are good, but I'd rather do the 170 quests in new wizard city, krok ,or marleybone areas.
In retrospect, ranting at 1 A.M didn't improve my grammar as considerably as I hoped.
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I think asura is currently my favorite angry strong kill man bc like the next closest in anger is kratos or maybe scorpion but both of them are literally ten times smarter than Asura. Like kratos is a general, a leader of armies, who solves puzzles the size of a billionaire's third house and Scorpion is the(former) leader of a clan, and managed to get out of his own head enough to calm down(sorta).
But Asura? Dipshit. Stupid motherfucker. He knows nothing except punch and hit and yell and grow arms and love daughter. He's had his memory wiped and his actions before and after regaining his memory are the exact same. He literally screams and dies around the whole game he just sorta redirects his anger at more and more powerful beings until he dies. A plot point is his brother in law trying to reason with him before he gives up and kills Asura again. He technically was a "general" but he led armies only in the sense that he ran in front of them to the fight.
I wanna put him in a box and shake him around for the same reason kids put salt on snails. The last scene in the game is him 870 million years after the fact after being reincarnated raising his arms to a meteor. Dumbass<3idiot<333
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I imagine Hera tries to make things inconvenient for Percy and Annabeth’s family life so they just call in favors from other pantheons.
“Sadie, you’re still in contact with Isis? Can she bless our marriage since Hera won’t.”
“Hey Magnus, Annabeth is kind of worried about Hera cursing her in childbirth, can your dad help us out?”
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Kerbal Space Program was once afflicted by a bug the fans dubbed the "Deep Space Kraken", whereby if you travelled far enough from the origin of the game's coordinate system, floating point rounding errors would cause your spacecraft's components to become misaligned and/or clip into each other, resulting in the craft falling apart or exploding for no obvious reason.
The bug was later fixed by defining the active spacecraft itself as the origin of the game's coordinate system. In effect, the spacecraft no longer moves; instead, the spacecraft remains stationary and the entire universe moves around it. Owing to how relativity works, to the player this is indistinguishable from the spacecraft moving about within a fixed coordinate system, and it ensures that the body of the craft and its components will always be modelled with maximal precision.
While elegant, this solution introduced a new problem: it was now possible, by doing certain stupid tricks with relativistic velocities, to introduce floating point rounding errors to everything except the active spacecraft. In extreme cases, this could result in the destruction of the entire observable universe.
Some might call this one of those situations where the solution proves to be worse than the problem. I call it a perfect expression of what Kerbal Space Program is truly about.
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HEARTBREAKING: mans first stand up show becomes his LAST.
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Can we appreciate the lunacy of season 9's plot so far?
>Bird man piles up diamonds to mine later
>Some of his neighbours also do this, but with more diamonds
>Neighbourhood-wide competition ensues
>Minor "war" over this, including missiles, portals and australian physics
>War ends, diamonds collected
>Everyone now has so many diamonds they have lost value
>Guy who is possibly part dog declares himself a king, and has everyone hand over all diamonds
>Dog Guy sets up a quest system with the diamonds as rewards
>Economy re-stabilises
> Dwarf hosts a DoomGuy themed party in Dog Guy's basement
>Dog Guy goes mad with power, recruits Zombie puppet-master, Flying Gun Vigilante, Literal Basement-Dweller (Positive) and Joe Hills. He also bans partying
>Local soup-obsessed Dwarf, Elf and Janitor start a revolution based on a vague interpretation of a prompt from a moustache-themed robot from another dimension.
>They recruit Birdman to assist their resistance and assassinate the King
>Civil unrest leads to a full scale revolt and raiding of the King's vault
>The King is killed by the elf and freed from a curse that made him evil
>Moustache Robot reopens dimensional tear and shenanigans ensue, including the Janitor being a Goddess
>Other dimensional visitors follow them back through the portal, hang out for a few weeks, and leave.
>A trading card game exists and is actually pretty cool
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I feel like we as a fandom aren't doing enough with the fact that Doc got his hole filled by half the server.
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I finished the sorrow games and wanted to draw them. They are judging you
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pov, you’re the last chicken wing.
Soma Cruz
Castlevania: Aria of Sorrow
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I made a full luck build in Aria of Sorrow and this is how I find out?
(Longpost) Castlevania and its Weird Usage of the Luck Stat
I recently learned there was a romhack for Castlevania: Dawn of Sorrow that, among (many) other things, fixed the luck stat so that it actually affects drop rates in a meaningful way.
This had me thinking about the weird usage of the luck stat across the various Castlevania games with RPG stats. Because, more often than not, it's a bit more complicated than just increasing drop rates...
Starting with Symphony of the Night, Luck affects plenty of things, some of which aren't so apparent at first.
Crit and drop rates are the most obvious, but interestingly enough, Luck not only affects the chances of you getting a critical hit, but it also affects how much damage you deal with it.
In a roundabout way, the game checks whether your Attack value is higher than your Luck value. If it is, a crit will randomly deal between 1x and 2x the amount of damage you would deal normally. If it isn't, a crit will add the luck value to your attack one. Besides that, the Talisman accessory will also block more attacks if equipped, based on your luck value.
Also worth mentioning Luck Mode, which lets you start a game with 99 Luck + a Lapiz Lazuli accessory to further increase it to 119. With Rings of Arcana to double drop rates, you can easily obtain every item with enough patience (albeit it still makes certain drops hard to obtain).
Harmony of Dissonance is unique when it comes to Luck. It does not affect drop rates or even crit rates as you might expect. It only affects a very obscure secret not many people will know it's there, let alone find on a first playthrough.
Certain rooms (Which might I add depend on the castle you're in) have a chance of spawning a Rare Ghost, a weak christmas themed enemy that will run away from you the second you enter. Surprisingly, the chance of this occurring is actually dependent on your luck stat, capping at a 1/4th chance of the enemy appearing. Besides an Int-boosting equipment, the enemy also drops... an item to further increase the chance of it appearing again. It's weird.
Aria and Dawn of Sorrow, unfortunately are the two games where the Luck stat genuinely does not work. It's not a bug or anything like that, in fact it "technically" does it job of increasing drop rates.
The problem? The formulae for drop rates makes it so that Luck barely, if at all, changes the original numbers. Case in point, the max amount of luck you can gain without boosts in DoS is 36. You need 99 Luck in order to see a drop rate increase of... 0.03%. This also means that any soul/equipment that can boost luck does not actually do anything, so souls like Ghost Dancer and Gargoyle become completely useless.
It's worse in Dawn of Sorrow's case, as that game features many mechanics such as soul transmutation and soul levels, which require you to have multiple copies of the same soul (up to 9 of them at times). Meaning these otherwise really fun mechanics go underutilized due to the low drop rates (which can go as low as below 1% or even below 0.5%).
Also lumping two games together, the PS2 titles (Lament of Innocence and Curse of Darkness) also have their own Luck Stat. And it's pretty standard for both games, increasing enemy drop rates and little else.
However, I would like to mention Lament of Innocence's use of RPG stats. They're there, and they affect things you'd normally expect such as whip damage, subweapon damage, resistance against ailments and so on. But the thing is, they remain the same numbers no matter how much you progress.
You never level up in LoI, so the only way to increase your stats is via accessories. And there are plenty of other useful accessories with non-stat boosting effects (Such as the Talisman, Megingjord and Jewel Crush). So it's once again a mechanic that goes underutilized outside of very specific playstyles.
Portrait of Ruin and Order of Ecclesia both managed to fix (or rather buff) the luck stat to make it affect drop rates. In fact, they're two of the few cases where you can directly see the stat increase percentages in-game. This is via the Gambler Glasses in PoR's case, and the rarity stars disappearing in OoE's case.
Talking specifically about OoE, making a luck build is genuinely viable in it because many quests require rare drops to be completed. OoE is probably the hardest Metroidvania too (especially on Hard Mode Lv1), so higher luck means stocking up on healing items and equipment (which are expensive otherwise) is more feasible.
But, if you noticed I skipped over one title, it's because I saved the best/most broken use of the Luck Stat in Castlevania for last.
Circle of the Moon, with a luck stat so broken they genuinely had to make a hard cap for drop rates so as to not make the stat guarantee 100% drop rates for everything.
To explain in more detail, CotM follows a very simple formula for drop rates.
Actual drop rate = Base drop rate * LCK / 100. Normal drops cap at 50%, while Rare drops cap at 25%
CotM's stats go in the hundreds compared to every other game, to the point it's easy to actually reach past 1000 for a stat. This includes luck. To compensate for this, the game does have pretty low base drop rates, especially for DSS cards, that can go as low as 0.15%
So while luck does affect drop rates more so than other games, it's still not that big of a difference, right?
Enter Thief Mode, a special mode that lets you start at 1600 Luck, and quickly reach the cap of 9999 Luck.
That 0.15% chance I mentioned? It turns into a 14% chance at 9999 Luck, and drops like those appear from easy to farm, infinitely respawning enemies such as wights and specters. As for DSS cards, the lowest drop rate for one is 0.4%. At 9999 Luck, it's raised to 39% which is then lowered to 25% due to the hard cap.
This means that, yes, enemies that could take hundreds of attempts for them to drop an item now drop one 1 out of 4 times, or 1 out of 2 if you're going for common drops. It's cathartic to go to an area and leave with at least 30 new consumables in what otherwise would be one of the harder metroidvania titles.
Overall, Luck is always a fun stat to talk about in RPGs because it always does something differently in each game. But for the Castlevania series it's especially interesting to see how it affects gameplay - from what you'd normally expect, to very obscure mechanics you probably won't even realize exist.
It's weird, but so fun at the same time.
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