Tft augment stats

PS2 Vehicles: The Harasser

2014.07.19 05:43 fodollah PS2 Vehicles: The Harasser

**The PS2 Harasser:** Love the speed of an attack buggy; the ability to pounce on enemy air and ground while the adrenaline of getting into into a warzone chalk full of shell shock and explosions and out while on fire and almost dead entices you to rinse and repeat? This is the place. A place to discuss all things harasser. Let the harasser community continue to flourish!
[link]


2023.03.28 14:19 NightZG Would I be crazy to dump Dex?

My DM is running DiA and allowing us to use an augmented point buy structure. Basically you can go past 15 but it costs 3 of your 27 points to go from 15 to 16 and the same for 16 to 17.
I plan on playing a Twilight Cleric with the following stats:
Str: 13+1(Racial)
Dex: 8
Con: 14
Int: 8
Wis: 17+2(Racial)
Cha: 8
19 Wis allows for Fey Touched or Telekinetic at level 4. With Twilight's heavy armor proficiency, how bad of an idea could this set up be?
submitted by NightZG to 3d6 [link] [comments]


2023.03.28 06:39 dohsetsu Can't get mini PiTFT to load on boot, pihole

Hi all – I am wondering if anyone else has had an issue with the mini PiTFT not loading on reboot? (or not drawing the screen, can't tell, backlight is on but no stats.py)
I've done the pi zero w + pihole setup 2-3 times last year (with the adafruit 1.14" mini PiTFT) and no issues. Pihole is running fine, python3 ~/stats.py works fine when I run it from shell, but when I reboot, nothing. I've tried editing the /etc/rc.local file a bunch of different ways, but I just can't seem to get it to work. Has anyone else experienced this? I feel like I must be missing something very simple. Not sure what other info might be helpful, but I'm happy to provide if asked. :) TIA
submitted by dohsetsu to adafruit [link] [comments]


2023.03.28 01:52 Smelly_Ape2536 Fizz left and Jarvan gave away 2 Barons + Elder. Saddest shit ever

Fizz left and Jarvan gave away 2 Barons + Elder. Saddest shit ever submitted by Smelly_Ape2536 to LucianMains [link] [comments]


2023.03.28 00:20 Next_Bad_2737 Character File:Wild Prime

Name:Zane Robert
Age:14
Gender:Male
Sexuality:Straight
Nationally:
American (Alaskan/Oregonian)
Japanese
Canadian
British
Archetypes:
Genius
Wizard
Magic Fighter
Feral Child
Child Prodigy
Alpha Male
Polymath
Academia Alpha
Power-Skill Combo
All-rounder
Master of all
Jack-of-All-Stats
Empowered badass normal
Superhero
True Hero
Masked Hero
Transforming Hero
Immense Wealth
Trickster
Types of Magical Beasts:
Animals
Dinosaurs
Reptiles
Insects
Arthropods
Cenozoic Animals
Cenozoic Insects
Cenozoic Reptiles
Cenozoic Arthropods
Mythical Beasts
Dragons
Powers & Abilities:
Magic Animal Physiology
Super Eating
Omnicompetence
Endless Magic
Meta Magic
Hyper Tricking
Hyper Bouncing
Hyper Landing
Hyper Evasion
Hyper Instincts
Combat Specialism
Combat Perception
Combat Empowerment
Combat Augmentation
Combat Magic
Magic Mastery
Magical Force Manipulation
Magic Arts
Magic Empowerment
Magic Augmentation
Magic Attacks
Magic Defense
Magic Aura
Magic Combat
Magic Detection
Magic Infusion
Magic Generation
Magical Power Link
Magical ShapeShifting
Beast Force Manipulation
Primal Stance
Animal Arts
Animal Soul
Animal Magic
Animal Morphing
Animal Imitation
Animal Empowerment
Animal Augmentation
Animalistic Combat
Animal Strength
Animal Hopping
Animal Speed
Animal Senses
Animal Flight
Animalistic Defense
Animal Exoskeleton
Transformation Mastery
Transformation Arts
Multiple Forms
Mode Switching
Biomorphing
Species-Shifting
Species Arts
Species Combat
Species Defense
Species Magic
Soul Sharpshifting
ShapeShifting Combat
ShapeShifting Inducement
ShapeShifting Defense
Supernatural Roar
Animalistic Vocalization
Fearful Scream
Predator Instinct
Fear Inducement
Killing Instinct
Killing Mastery
Hunting Mastery
Multi-Strike
Multi-Hit Strike
Power Megaton
Megaton Punch
Megaton Kick
Supernatural Cooking
Culinary Mastery
Danger Detection
Absolute Tracking
Super Bite
Pop Culture Replication
Vehicle Manipulation
Racing Mastery
Vehicular Mastery
Vehicular Combat
Vehicle Creation
Vehicle Augmentation
Vehicle Summoning
Vehicle Constructs
Vehicular Magic
Multi-Weapon Wielding
Weapon Manipulation
Weapon Magic
Weapon Arts
Weapon Combat
Weapon Duplication
Weapon Empowerment
Weapon Regeneration
Weapon Merge
Weapon Creation
Weapon Replication
Weapon Augmentation
Weapon Refinement
Weapon Arsenal
Magic Weaponry
Magic Artillery
Personal Weaponry
Armament Magic
Magical Armor
Armor Manipulation
Armor Magic
Armor Combat
Armor Empowerment
Armor Creation
Armor Regeneration
submitted by Next_Bad_2737 to Superhero_Ideas [link] [comments]


2023.03.28 00:03 Zaaltyr RS3 mains opinion of new skill suggestions.

I am a RS3 'main' currently playing OS. Just wanted to drop my 2 Cents. I've been playing RS for every skill release since Hunter, some skills I've liked, some I haven't. If you have any questions about RS3 skills feel free to ask.
DISCLAIMER IF YOU ARE GOING TO TRASH TALK RS3 WITHOUT PLAYING IT IM GOING TO DISREGARD ANYTHING YOU SAY AS YOURE NOT LOOKING FOR THOUGHTFUL DISCUSSION AND ARE JUST TRYING TO PLAY 'I GOT YOU' STOP HATING GAMES WITHOUT PLAYING THEM DISCLAIMER
(I did post this in a comment on one thread, I however updated it for this post)
SAILING: has no direct interaction with the current game world, yes the area BETWEEN the land will be used, but it will have zero use and effect on all of the current game world, will be VERY disconnected like dungeoneering was. I do like the idea of an expanded world, but 'filling in the gaps' seems lazy as it wont feel like anything is added to the current game world other then ports to dock at.
TAMING: seems like the better version of Summoning, however seems to close to Hunter. Strong concept just too similar to what we know/have. I don't think this augments the current gameplay enough to make it feel worthwhile, it will just become another box on your checklists.
SHAMANISM: yes it shares similarities to RS3s Invention, but it's actually even closer to Archeology. Invention was mainly used as a way to fix the economy taking existing items out and not really adding too much new. People are only comparing the 2 because of gear augments. I feel like the magic/mystical/shamanistic use of gear enchants/augments fits OS better rather than the physical/mechanical augments of RS3. And to people complaining about power creep, I highly doubt enchant/augments are just gonna be flat stat bonus'.
I personally think Shamanism has the greatest potential, it uses the current game world, provides new areas and resources within the game world, and gives upgrades/side grades/augments to most of not all current gear.
And to everyone comparing Shamanism to Invention, don't compare it to Archeology (hands down the best skill added to RS3)
The main thing to keep in mind with a new skill is not how it will add to current gameplay, but how will it effect/enhance progressional gameplay. What skill is going to seamlessly fit into the leveling experience, how it effects new players, how accessable is it at all levels.
Okay I'll shut up now, thoughts?
submitted by Zaaltyr to 2007scape [link] [comments]


2023.03.27 19:22 HoneyMochi I may have a problem 🙃

I may have a problem 🙃 submitted by HoneyMochi to SeraphineMains [link] [comments]


2023.03.27 18:14 dohsetsu mini PiTFT refuses to load stats.py on load?

Hi all – I've built the pihole on zero w2 more than once, and I've had success with stats display and without. Recently I decided to tweak it *I do not know why, SMH* and tldr ended up doing a completely clean install and run from start. Now, no matter what I do, the stats.py screen will not load on boot/reboot. I believe that theres some simple thing I'm doing wrong in the /etc/rc.local file with this line that the instructions at https://learn.adafruit.com/pi-hole-ad-blocker-with-pi-zero-w/install-mini-pitft recommend: sudo python3 ~[pi username]/stats.py. FWIW, running stats from terminal runs as expected. I believe that the etc script runs this as root, and that's where the issue may be? I have set the pihole to autologin, but I'm not sure if it means what I think it does.
*has anyone else run into this problem?* This is all I want to know. I know it's 3rd party software, you don't have to point me to adafruit, I've asked there as well with no results as of yet. I've searched and updated API keys, changed the path in the etc file from relative to direct, scoured github and stackexchange and seen some scenarios that solved but none have worked for me. I just want to know if I'm just dumb and the only one who can't figure this out, or if this is something others have run into and I'm overlooking something obvious. again, I'm aware that this is 3rd party. If you've solved it and you can provide info, great, if not that's ok.
Edit: Pihole works great. I just can't get the display to load on boot. And yes, clearly I'm a rank noob when it comes to these things, but _i just want this one last thing to work and it's consuuuuming me😂_ perhaps y'all can relate 😊
submitted by dohsetsu to pihole [link] [comments]


2023.03.27 16:32 Andirew964 Loaded questions about Threat comps

Loaded questions about Threat comps
Threats are my favourite for some reason tactic.tools shows this comp. Comp stays the same but items seem to update regularly. So I'm looking to generally force it every game. And looking for some pointers.
Do you think this comp is good? I'm aware it's better with high econ. Would you change it or adjust units per game after scouting?
Would you run it without threat level maximum or appropriate champion augments?
If I'm getting 3* rammus is that better to itemize then 2* Aatrox
Is it worth itemizing morganna over aSol?
Currently I look to get gadgeteen and loss streak. So I can itemize well while building my eco so I can get 50 and spam levels. It's risky tho due to the late game nature of this comp.
Any other tips and advice is appreciated. I'm usually ranked plat. Looking to head for diamond 🎉
submitted by Andirew964 to TeamfightTactics [link] [comments]


2023.03.27 10:57 Consumable_Glue I carried this game, most dmg, second most kills, good amount of assists, got turrets and objectives, succesful roams and a lot of shut downs why isnt it giving me an S, any tips? is it just luck or abusing support?

I carried this game, most dmg, second most kills, good amount of assists, got turrets and objectives, succesful roams and a lot of shut downs why isnt it giving me an S, any tips? is it just luck or abusing support? submitted by Consumable_Glue to KledMains [link] [comments]


2023.03.27 04:39 lolWinKhan Made a comprehensive video on Gwen Iceborn when it goes crazy

Made a comprehensive video on Gwen Iceborn when it goes crazy submitted by lolWinKhan to GwenMains [link] [comments]


2023.03.27 00:56 Wolfenritter How I Want Octopath Traveler 3 To Be

This is what happens when you have too much free time and want a game to continue forever. If I had any say, this would be how OT3 would look like. I am playing this sequel in my head. I just wanted to place this somewhere so I can get it out of my system. This would be what I would be doing if I knew how to code gaming.

The Setting
This universe places you in a continent with one particularly important organization – the College! This college has 8 founders, heroes who have inherited the blessings of 8 gods. The college has been teaching the disciplines of the founders to all – young and old, rich and poor – for hundreds of years. They’ve even allowed 4 other disciplines to teach there! And yet, it has started to fall on hard times. So hard, in fact, that the college is now set to close. And in this college are eight people, staff and student alike, that embark on their journeys, each with their own goals. What will they find? What secrets will they unveil? What kind of ending will their stories see?
The first part of their journey, they will embark alone. However, on their journey, their paths will untie with one other traveler twice, and each time, the traveler will learn something of great importance to them! Perhaps something to improve upon their profession…

The College
Though it is certainly far from the state from its heyday, there are still quite a number of people who love the college dearly. This includes the vice principal, who requests the traveler to assist in restoring the college back to its former glory. They ask them to find teachers and staff, as well as students who would want to study or even come back in order to fill its halls and rooms with life again.
o Using path actions
  1. To Destroy (remove from path)
  2. To Observe (to get information)
  3. To Find (get hidden items)
  4. To Gain (acquire as an item and maybe place them as decor in the college or others)
So yes, you will go on a recruiting spree. Why? This is the first and foremost way to gain secondary classes for the primary jobs – so that the travelers can enroll in them. And if you fill these teachers’ classes with students, you’ll be able to enroll more of the travelers in these classes. Why, these teachers might be able to teach you more about your subjob’s passive skills…if you meet certain requirements, of course (a la do jobs for them like when getting Licenses).
Another reason why the travelers will want to do this is so that the student store can be filled with more and more items, weapons, and anything else they might need. And of course, they’ll get a student and staff discount here. But only if they can find the right staff to man these stores and stalls.

The Travelers
ORSEA EMERETTE THE SCHOLAR
Story
Path Actions
  1. Scrutinize
  1. Scrounge
Talent
  1. Study Foe
  1. Concentrate Spells
Skills
  1. Lightning Bolt
  1. Icewind
  1. Fireball
  1. Analyze
  1. Head Bash
  1. Energy Blast
  1. Study
  1. Alephan’s Wisdom
Support Skills
  1. Evasive Maneuvers
  1. Elemental Augmentation
  1. Percipience
  1. Prepared Studies
Subjobs
Strategist
Spurned on by the Warrior, the Scholar decides she doesn’t want to just stand behind and be saved. She is a woman who can stand on her own feet and can protect herself as well as anyone else can.
- Whittle their defense with your cleverness
  1. Stormsurge
  1. Body Strike
  1. Energy Wave
  1. Scrutinize
Support Skills
  1. Eye for Weakness
  1. Final Phase
Researcher
The Scholar confronts her own past, remembering that she, too, once truly wanted to unlock the secrets of the world.
- Further your understanding of the world – and of magic
  1. Lightning Blast
  1. Blizzard
  1. Fire Storm
  1. Research
Support Skills
  1. Augmented Elementals
  1. Advanced Magic Master

CORI KEUNZICK THE WARRIOR
Story
Path Actions
  1. Challenge
  1. Break
Talent
  1. Learn Skills
  1. Bolstering Guard
Skills
  1. Concentrated Slash
  1. Wide Sweep
  1. Abide
  1. Stout Wall
  1. Incite
  1. Level Slash
  1. Piercing Thrust
  1. Brand’s Blade
Support Skills
  1. Bolstering Break
  1. Summon Strength
  1. Endure
  1. Surpassing Power
Subjobs
Paladin
The Warrior vows to both Brand and Aelfric to protect the Cleric, taking a more defensive style in order to make sure his charge is able to make it to his destination.
- Over my dead body!
  1. Concentrated Pierce
  1. Bodyguard
  1. Sacred Slash
  1. Piercing Light
Support Skills
  1. Summon Defense
  1. Cover
Knight
The Warrior trains himself, knowing that he cannot achieve his goal unless he strives to become stronger. He becomes the vanguard who shall not sway in face of adversity.
- The best defense is a good offense
  1. Wild Slash
  1. Dual Beat
  1. At Arms!
  1. Challenging Cry
Support Skills
  1. All Out
  1. Powerful Blow



TALOS GRANI THE HUNTER
Story
Path Actions
  1. Provoke
  1. Sniff Out
Talent
  1. Beast Lore
  1. Provoke Beasts
Skills
  1. Arrow Rain
  1. Thunderbird
  1. Mercy Strike
  1. Sweeping Cleave
  1. Take Aim
  1. Leghold Trap
  1. Abating Orb
  1. Draefendi’s Storm
Support Skills
  1. Heighten Senses
  1. Eagle Eye
  1. More Rare Monsters
  1. Master of Offense
Subjobs
Stalker
The Hunter learns from the Thief on how to stealthily and track his prey down without being seen – and most importantly, striking them down before they even know he is there.
- Bide your time and strike when they least expect
  1. Stealth Shot
  1. Capture Strike
  1. Widespread Net
  1. Subduing Trap
Support Skills
  1. Salt the Wound
  1. Lying In Wait
Falconer
Realizing that he can’t truly know everything around him all at once, the Hunter befriends a powerful falcon that becomes his eyes and an extra pair of sharp talons.
- Once sighted, they can’t escape
  1. Precise Shot
  1. Thunderhawk
  1. Flying Axes
  1. Eyes in the Skies
Support Skills
  1. Falcon’s Eye
  1. Friend of Beasts

OSCAR WILDLING THE THIEF
Story
Path Actions
  1. Steal
  1. Sneak
Talent
  1. Pick Lock
  1. Leave No Trace
Skills
  1. HP Thief
  1. Steal
  1. Icicle
  1. Penalty Slash
  1. Shackle Foe
  1. Armor Corrosive
  1. Hide
  1. Aeber’s Reckoning
Support Skills
  1. Ensnare
  1. Fleetfoot
  1. Incidental Attack
  1. Weak Presence
Subjobs
Rogue
Dealing with a group of powerful beasts, the Merchant teaches the Thief that the best thieves in all of history used all of their resources to the fullest, from their blade to their own tools.
- Your enemies will wish they were dead instead
  1. Vitality Siphon
  1. Frost Bomb
  1. Poisonous Slash
  1. Sensitizing Acid
Support Skills
  1. Polished Weapon
  1. Insult to Injury
Outlaw
The Thief meets a band of outlaws with a very specific creed – steal from the rich and give to the poor! Perhaps he can learn a thing or two from them in order to better himself in his craft.
- A true thief makes sure he gets out alive
  1. Daggerplay
  1. Mug
  1. Bind and Blind
  1. Camouflage
Support Skills
  1. Steal from the Rich
  1. Give to the Poor

PRECIOUS "PRESSY" SOLFLORA THE DANCER
Story
Path Actions
  1. Allure
  1. Entice
Talent
  1. Dance Session
  1. All Together Now
Skills
  1. Lion Dance
  1. Fiery Step
  1. Peacock Strut
  1. Panther Dance
  1. Dagger Dance
  1. Encourage
  1. Bewildering Grace
  1. Sealticge’s Seduction
Support Skills
  1. The Show Goes On
  1. Ever Evasive
  1. Hard Worker
  1. Second Wind
Subjobs
Freestylist
The Dancer has decided to assist in the Hunter’s hunt by taking place of the priestess who would have blessed his journey, not only mastering the ritualistic steps of the tribe to wish for a fruitful hunt but also hoping to encourage by being by his side.
- The best kind of dances are the ones where you let your inhibitions go
  1. Wild Dance
  1. Furious Kick
  1. Wildcat Gambol
  1. Blade Waltz
Support Skills
  1. Dangerous Moves
  1. Free Spirit
Idealist
Faced with the cold reality that belongs to the downtrodden, the Dancer steels her conviction to raise their spirits. After all, she wanted to become a teacher and a dancer to inspire everyone to keep their hopes and dreams alive.
- I will keep dancing to lift everyone’s spirits – both theirs and mine
  1. Proud Step
  1. Birdsong Sway
  1. Inspire
  1. Awe-inspiring Elegance
Support Skills
  1. Invigorate and Inspire
  1. Sincere Encouragement

ARCHIBALD D'LONNE THE APOTHECARY
Story
Path Actions
  1. Inquire
  1. Inspect
Talent
  1. Concoct
  1. Maximize Results
Skills
  1. First Aid
  1. Darkest Night
  1. Rehabilitate
  1. Amputate
  1. Poisonous Brew
  1. Replenish Health
  1. Mysterious Liquid
  1. Dohter’s Charity
Support Skills
  1. Resist Ailments
  1. Hale and Hearty
  1. Inspiriting Break
  1. Preventative Measures
Scientist
The Apothecary fondly remembers his time with the Scholar’s parents, spending late nights talking about their experiments and their research. After all, if he is to be the best he can be, he needs to know intimately both his ingredients and his patients.
- Now what kind of side-effects will this have, I wonder…?
  1. Healing Potion
  1. Dark Tonic
  1. Dissection
  1. Poisonous Cloud
Support Skills
  1. Experimental Tools
  1. Soulstone Expert
Doctor
What is an apothecary if not a doctor? That is what the Apothecary has decided after seeing what illness can drive even the most well-meaning of people to.
- Come now, not even death will take you while I’m here.
  1. Healing Touch
  1. All Cure
  1. Protect Health
  1. Mysterious Elixir
Support Skills
  1. In House
  1. Prophylactic Planning

TYRIE ELKE THE CLERIC
Story
Path Actions
  1. Entreat
  1. Observe
Talent
  1. Clutch Heal
  1. Burning the Midnight Candle
Skills
  1. Heal Wounds
  1. Holy Light
  1. Luminescence
  1. Prayer to the Flame
  1. Reflective Veil
  1. Inner Solace
  1. Revive
  1. Aelfric’s Blessing
Support Skills
  1. Resilience
  1. Inner Strength
  1. Evil Ward
  1. Persistence
Subjobs
Priest
In a village that continues to struggle everyday in order to survive, the Cleric is helped by the Dancer to pass the rites not only for the deceased but also so that the living can continue on.
- Being left behind is painful, but the pain will only make you stronger
  1. Healing Rites
  1. Setting Light
  1. Rainbow Veil
  1. Spiritual Recalling
Support Skills
  1. Rise Again
  1. In Need
Preacher
The Cleric reminisces about what made her want to become a woman of faith in the first place, finding comfort and confidence in the stories told by the local cleric.
- Words can heal the soul, you know
  1. Heartfelt Story
  1. Shining Refrain
  1. Parable of the Flame
  1. Comforting Tale
Support Skills
  1. Purification
  1. Word of God

HENRIETTA BELLATRIX THE MERCHANT
Story
Path Actions
  1. Hire
  1. Purchase
Talent
  1. Business Partners
  1. Come One and All!
Skills
  1. Collect
  1. Arrow of Fortune
  1. Rest
  1. Sweeping Gale
  1. Donate BP
  1. Item Expertise
  1. Hired Help
  1. Bifelgan’s Bounty
Support Skills
  1. Grows on Trees
  1. I Have Money!
  1. Eye for Money
  1. Boost Start
Subjobs
Distributor
Faced with the concepts of an increasingly high demand and very scarce supply, she enlists the help of the Apothecary to form succinct and robust lines, believing if that one woman can’t do it alone, then a network of men and women could sure do better.
  1. Amass
  1. Rain of Fortune
  1. Item Mastery
  1. Hire More Help
Support Skills
  1. High in Demand
  1. Lucky Supply
Trader
How is the Merchant supposed to, well, merchant when his customers don’t have money to spend? Why, then you trade, of course!
  1. Haggle
  1. Trade Winds
  1. Productive Rest
  1. Donate More BP
Support Skills
  1. Mine for Yours
  1. Under Pressure

Crossing Paths
What kind of story would this be if there weren’t more ways for the travelers to interact? There are four stories here, still concerning two travelers each, but the rewards they gain will be all the more important for not only their resolve but also their growth (aka this is how they get their second subjob).
The Warrior (Knight) and the Hunter (Falconer) and The Mysterious Man
The Thief (Outlaw) and the Apothecary (Doctor) and The Band of Merry Men
The Cleric (Orator) and the Scholar (Researcher) and The Memories of the Past
The Merchant (Trader) and the Dancer (Idealist) and The Reason for Living

ENDING NOTES
Advanced Jobs are in comments.
Yeah, this game lives rent-free in my head. Feel free to roast me. Or tell me how you can break/cheese the game. Assuming most if not all items from the previous game (s) were available, what combos would you do? Is it balanced? Is it not?
Also, as for one of their names... I know what I did, and I stand by it.
submitted by Wolfenritter to octopathtraveler [link] [comments]


2023.03.27 00:37 deathsia250 Predictions/ideas for future jobs in ff14

So Yoshi has stated he wants to venture away from past jobs in previous FF titles for future jobs in FF14 but I feel as though by doing so will be shooting the franchise in the foot as the new expansion rushes out the launch gate and I think Yoshi P will realize this soon as well.
That said, while I will include jobs many of you already may want to see or have seen suggested, I will be remixing them in a way that may be fresh or new to you along with some original Job ideas. That said, here we go:
The Chemist:
Unlock City: Rads at han
Role: Hybrid DPS
How it will play:
The Chemist will play as a primary dps with a decent buffing and healing ability making it able to take up the healer role(temporarily) in a pinch if the healer goes down. The Chemist will have the ability to mix potions for different effects, its entire kit will be based around this idea. It's default attack will be throwing small bombs at the enemy while its main dps rotation will vary based on what potion the chemist has mixed prior.
Along with the ability to give itself a custom dps rotation of its choosing based on the potion mixed, The Chemist's abilities will be solely based on what potions it brewed.
So attempt to picture this: The Chemist has two UIs, one containing a three button loadout which determines its dps rotation and a secondary UI in the form of a small inventory menu of 10 slots that can be minimised at will which affects every other ability the chemist can use in battle.
If a potion isn't mixed prior, the chemist will use a basic version of each ability or dps weaponskill rotation. Mixing a dps rotation potion takes seconds whereas mixing an ability potion can take up to 3 seconds signalled by a casting bar labeled "Mixing".
The Chemist's primary stat in which its skills will based on will be intelligence.
Example dps potion weaponskill rotations:
Pineapple Potion: Single Target dps rotation
Cluster Bomb: AOE dps rotation
Hazardous Shell: Single Target dps rotation that inflicts a dot that increases in potency up to 3 times throughout the rotation.
Calamity Bomb: AOE dps rotation that inflicts a dot on a group of enemies that increases in potency up to 3 times throughout the rotation.
Now to go in depth with the secondary UI:
For the sake of simplicity, the mixed potions will all have "dps mix, aoe dps mix, healing mix, aoe healing mix" I will go into detail on unique effects of each potion.
The ability mixing AI will consist of 10 ingredients up to 3 ingredients can be used at once which will affect the majority of the chemist's abilities. Each time an ability uses the mixed potion the player must remix a new one.(This limit increases as they gain the proper traits eventually able to stock 3 potions of one type at any time.) Incorrectly mixing ingredients will result in a comical exploding animation at the end of the casting time in which the player raises the potion up only for it to explode leaving a cloud of smoke for a few seconds followed by its dissipating leaving the player's blackened face with a shocked expression.
Example abilities and their altered effects based on potion mixed:
Small Potion:
Cooldown: 10 seconds.
MP Cost: 200
Unique effects:
Heat Blaster: Inflicts overheated status onto the foe for 30 seconds. If foe is afflicted with the "chilled" and "wet" status prior, the "wet" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Waterfall: Inflicts "chilled" and "wet" status onto the foe for 30 seconds. If foe is afflicted with the "overheated" status prior, the "overheated" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Thunderbolt: Inflicts "shocked" status onto the foe for 30 seconds. If foe is afflicted with the "wet" status prior, the "wet" status is removed and the potency of this skill is increased and instead inflicts "electrified" stunning it for 5 seconds. Enemies affected by "shocked" have their special attack channeled skills(skills that show a progress bar) slowed by 3%.
AOE versions should be assumed to do the same thing except to multiple foes with reduced potencies.
Healing Flask: Heals target party member with 250 potency.
Rejuvenating Flask: Gives target party member a regen buff with a potency of 30 for 15 seconds.
Protective Flask: Reduces all damage taken for the target party member by 5% for 15 seconds.
AOE versions should be assumed to do the same thing except to multiple party members with reduced potencies.
Medium Potion: Same effects as above except with greater potencies and effects.
Large Potion: Same effects as above except with even greater potencies and effects.
Fusion: Combine two potions for unique effects. The player would use this ability prior to mixing at which point they would be able to choose ingredients for two different potions to be combined.
Cooldown: 30 seconds
MP Cost: 2000
Example Fusion skill combinations:
Thunderbolt + Waterfall = Thundersnow: Deals damage and inflicts the target with "Shockingly Chilled" status for 30 seconds which interrupts skills that can be interrupted and slows the target's movement speed.(heavy effect)
Heat Blaster + Waterfall = Antipode: deals damage and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Healing Flask + Healing Flask = Ultra Cure: Heals the target for 600 potency.
Rejuvenating Flask + Healing Flask: Heals the target for 300 potency and applies a 50 potency regen buff on them for 30 seconds.
Protective Flask + Healing Flask: Heals the target for 200 potency and reduces all damage taken for the target party member by 10% for 5 seconds.
Quick Refill: Instantly remake the previously created potion with no casting time.
Cooldown: 60 seconds
MP Cost: 1500
I feel as though that's enough examples to give you a pretty clear idea of what the chemist job would be like. Onto the next one!
----------------------------------------------------
The Gambler or Corsair:
Unlock City: The Golden Saucer
Role: Hybrid Support DPS
Primary stat: Dexterity
How it will play:
The roll of the dice is this job's primary playstyle combining elements from FFXI's version with X-2's it will be a ranged dps with a variety of rng based skills.( I know this makes you cringe already at the mention of rng but hear me out!) its skills are based on dice rolls and card draws, each having a different range of effects.
The Corsair's primary source of damage will be dice rolls, its default attack will be consistent but its weaponskill rotation will be rolls of the dice, each one rolling more dice than the last.
Example weapon skill names and effects:
Dice roll: Roll a dice and deal between 100 and 300 potency in damage.
Double Dice Roll: Roll two dice and deal between 200 and 400 potency in damage. Combo Action: If Dice roll was used prior, the potency is increased to between 300 and 500 potency of damage.
Triple Dice Roll: Roll 3 dice dealing between 400 and 600 potency in damage. Combo Action: If Double Dice Roll was used prior, the potency is increased to between 500 and 800 potency in damage.
Or the corsair can use an alternate dps rotation with consistent potency but at a lower strength.
Deal: Throw a card at a foe for 120 potency
Double Deal: Throw 2 cards at a foe for 200 potency. Combo Action: If Deal was used prior, potency is increased to 300.
Triple Deal: Throw 3 cards at a foe for 240 potency. Combo Action: If Double Deal was used prior, the potency is increased to 450.
Along with this default rotation, whatever card the corsair has currently drawn will augment his weaponskill rotation as long as he continues to hold it or it can be used for a slightly greater effect.
The Corsair performs an animation and draws a card at random.
Example card effects:
Jack Of Diamonds:
Held: Each weaponskill has a chance to produce an additional effect of buffing the corsair with a 3% damage boost for 10 seconds. This effect has a chance to occur each time a weaponskill is used.
Used: Grants target party member or self a 5% damage buff for 5 seconds.
Queen Of Hearts:
Held: As long as this card is held, the corsair gains a 30 potency regen buff.
Used: Heals target party member for 300 potency.
Ace Of Spades:
Held: Potency for all weaponskills is increased by 100 potency.
Used: Deals damage to one enemy with 500 potency.
Example Abilities aside from card draw:
Stacked Deck: The potency of the next card based weapon skill is increased by 100 potency. Applies "Stacked deck" effect to the player which guarantees an Ace of any given suit the next time they perform the draw ability. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(shares cooldown with Fixed Dice)
MP Cost: 1000
Fixed Dice: The next dice based weapon skills will instead deal damage of 400 potency, 500 potency, and 600 potency respectively instead of their usual rng based potencies. Applies the "Fixed dice" effect to the player which greatly increases the odds of their diced based weaponskills landing on the high end of their potential potencies for the next 10 seconds. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(Shares cooldown with Stacked Deck)
MP Cost: 1000
Coin Toss: The player calls a side via on screen clickable prompt and tosses a coin into the air, if they called it correctly the party gains a 10% damage buff for 30 seconds. If called incorrectly, the party suffers from a -10% damage debuff for 15 seconds.
Ul'dah Hold'em: The player draws five cards randomly and based on the hand drawn, the party gains a buff. If no hand is made the party does not gain a buff and the corsair suffers from the "Failed Hand" effect preventing them from using the ability for 3mins. If the corsair succeeds in making a hand they are given the "Good Hand" status effect which prevents them from using the ability again for 60 seconds.
Suits and their effects:
Royal Flush: Party is granted a 100 potency regen effect, a 5% damage reduction from all damage, healed for 600 potency, and healed of any current status afflicts(including unremovable via esuna). Buffs last for 30 seconds.
Four-of-a-Kind: Party is granted a 80 potency regen effect, a 4% damage reduction from all damage, and healed for 300 potency. Buffs last for 30 seconds.
Full House: Party is granted a 60 potency regen effect and a 3% damage reduction from all damage. Buffs last for 30 seconds.
Three-of-a-Kind: Party is granted a 3% damage reduction from all damage. Buffs last for 30 seconds.
Two Pair: Party is granted a 50 potency regen effect for seconds.
And that should give you a decent idea of what the Corsair playstyle is about. It's a heavily rng influenced job yes, but it's great risk for great reward playstyle I think would become fun for many players^^
---------------------------
So, what do you think?
submitted by deathsia250 to FinalFantasy [link] [comments]


2023.03.27 00:24 deathsia250 My predictions/ideas for future jobs in FFXIV

Given how reddit works with its rep system, I doubt ANYONE will even see this post but i'm gonna make it anyways because i want to. So Yoshi has stated he wants to venture away from past jobs in previous FF titles for future jobs in FF14 but I feel as though by doing so will be shooting the franchise in the foot as the new expansion rushes out the launch gate and I think Yoshi P will realize this soon as well.
That said, while I will include jobs many of you already may want to see or have seen suggested, I will be remixing them in a way that may be fresh or new to you along with some original Job ideas. That said, here we go:

The Chemist:
Unlock City: Rads at han
Role: Hybrid DPS
How it will play:
The Chemist will play as a primary dps with a decent buffing and healing ability making it able to take up the healer role(temporarily) in a pinch if the healer goes down. The Chemist will have the ability to mix potions for different effects, its entire kit will be based around this idea. It's default attack will be throwing small bombs at the enemy while its main dps rotation will vary based on what potion the chemist has mixed prior.
Along with the ability to give itself a custom dps rotation of its choosing based on the potion mixed, The Chemist's abilities will be solely based on what potions it brewed.
So attempt to picture this: The Chemist has two UIs, one containing a three button loadout which determines its dps rotation and a secondary UI in the form of a small inventory menu of 10 slots that can be minimised at will which affects every other ability the chemist can use in battle.
If a potion isn't mixed prior, the chemist will use a basic version of each ability or dps weaponskill rotation. Mixing a dps rotation potion takes seconds whereas mixing an ability potion can take up to 3 seconds signalled by a casting bar labeled "Mixing".
The Chemist's primary stat in which its skills will based on will be intelligence.
Example dps potion weaponskill rotations:
Pineapple Potion: Single Target dps rotation
Cluster Bomb: AOE dps rotation
Hazardous Shell: Single Target dps rotation that inflicts a dot that increases in potency up to 3 times throughout the rotation.
Calamity Bomb: AOE dps rotation that inflicts a dot on a group of enemies that increases in potency up to 3 times throughout the rotation.
Now to go in depth with the secondary UI:
For the sake of simplicity, the mixed potions will all have "dps mix, aoe dps mix, healing mix, aoe healing mix" I will go into detail on unique effects of each potion.
The ability mixing AI will consist of 10 ingredients up to 3 ingredients can be used at once which will affect the majority of the chemist's abilities. Each time an ability uses the mixed potion the player must remix a new one.(This limit increases as they gain the proper traits eventually able to stock 3 potions of one type at any time.) Incorrectly mixing ingredients will result in a comical exploding animation at the end of the casting time in which the player raises the potion up only for it to explode leaving a cloud of smoke for a few seconds followed by its dissipating leaving the player's blackened face with a shocked expression.
Example abilities and their altered effects based on potion mixed:
Small Potion:
Cooldown: 10 seconds.
MP Cost: 200
Unique effects:
Heat Blaster: Inflicts overheated status onto the foe for 30 seconds. If foe is afflicted with the "chilled" and "wet" status prior, the "wet" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Waterfall: Inflicts "chilled" and "wet" status onto the foe for 30 seconds. If foe is afflicted with the "overheated" status prior, the "overheated" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Thunderbolt: Inflicts "shocked" status onto the foe for 30 seconds. If foe is afflicted with the "wet" status prior, the "wet" status is removed and the potency of this skill is increased and instead inflicts "electrified" stunning it for 5 seconds. Enemies affected by "shocked" have their special attack channeled skills(skills that show a progress bar) slowed by 3%.
AOE versions should be assumed to do the same thing except to multiple foes with reduced potencies.
Healing Flask: Heals target party member with 250 potency.
Rejuvenating Flask: Gives target party member a regen buff with a potency of 30 for 15 seconds.
Protective Flask: Reduces all damage taken for the target party member by 5% for 15 seconds.
AOE versions should be assumed to do the same thing except to multiple party members with reduced potencies.
Medium Potion: Same effects as above except with greater potencies and effects.
Large Potion: Same effects as above except with even greater potencies and effects.
Fusion: Combine two potions for unique effects. The player would use this ability prior to mixing at which point they would be able to choose ingredients for two different potions to be combined.
Cooldown: 30 seconds
MP Cost: 2000
Example Fusion skill combinations:
Thunderbolt + Waterfall = Thundersnow: Deals damage and inflicts the target with "Shockingly Chilled" status for 30 seconds which interrupts skills that can be interrupted and slows the target's movement speed.(heavy effect)
Heat Blaster + Waterfall = Antipode: deals damage and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Healing Flask + Healing Flask = Ultra Cure: Heals the target for 600 potency.
Rejuvenating Flask + Healing Flask: Heals the target for 300 potency and applies a 50 potency regen buff on them for 30 seconds.
Protective Flask + Healing Flask: Heals the target for 200 potency and reduces all damage taken for the target party member by 10% for 5 seconds.
Quick Refill: Instantly remake the previously created potion with no casting time.
Cooldown: 60 seconds
MP Cost: 1500
I feel as though that's enough examples to give you a pretty clear idea of what the chemist job would be like. Onto the next one!
----------------------------------------------------
The Gambler or Corsair:
Unlock City: The Golden Saucer
Role: Hybrid Support DPS
Primary stat: Dexterity
How it will play:
The roll of the dice is this job's primary playstyle combining elements from FFXI's version with X-2's it will be a ranged dps with a variety of rng based skills.( I know this makes you cringe already at the mention of rng but hear me out!) its skills are based on dice rolls and card draws, each having a different range of effects.
The Corsair's primary source of damage will be dice rolls, its default attack will be consistent but its weaponskill rotation will be rolls of the dice, each one rolling more dice than the last.
Example weapon skill names and effects:
Dice roll: Roll a dice and deal between 100 and 300 potency in damage.
Double Dice Roll: Roll two dice and deal between 200 and 400 potency in damage. Combo Action: If Dice roll was used prior, the potency is increased to between 300 and 500 potency of damage.
Triple Dice Roll: Roll 3 dice dealing between 400 and 600 potency in damage. Combo Action: If Double Dice Roll was used prior, the potency is increased to between 500 and 800 potency in damage.
Or the corsair can use an alternate dps rotation with consistent potency but at a lower strength.
Deal: Throw a card at a foe for 120 potency
Double Deal: Throw 2 cards at a foe for 200 potency. Combo Action: If Deal was used prior, potency is increased to 300.
Triple Deal: Throw 3 cards at a foe for 240 potency. Combo Action: If Double Deal was used prior, the potency is increased to 450.
Along with this default rotation, whatever card the corsair has currently drawn will augment his weaponskill rotation as long as he continues to hold it or it can be used for a slightly greater effect.
The Corsair performs an animation and draws a card at random.
Example card effects:
Jack Of Diamonds:
Held: Each weaponskill has a chance to produce an additional effect of buffing the corsair with a 3% damage boost for 10 seconds. This effect has a chance to occur each time a weaponskill is used.
Used: Grants target party member or self a 5% damage buff for 5 seconds.
Queen Of Hearts:
Held: As long as this card is held, the corsair gains a 30 potency regen buff.
Used: Heals target party member for 300 potency.
Ace Of Spades:
Held: Potency for all weaponskills is increased by 100 potency.
Used: Deals damage to one enemy with 500 potency.
Example Abilities aside from card draw:
Stacked Deck: The potency of the next card based weapon skill is increased by 100 potency. Applies "Stacked deck" effect to the player which guarantees an Ace of any given suit the next time they perform the draw ability. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(shares cooldown with Fixed Dice)
MP Cost: 1000
Fixed Dice: The next dice based weapon skills will instead deal damage of 400 potency, 500 potency, and 600 potency respectively instead of their usual rng based potencies. Applies the "Fixed dice" effect to the player which greatly increases the odds of their diced based weaponskills landing on the high end of their potential potencies for the next 10 seconds. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(Shares cooldown with Stacked Deck)
MP Cost: 1000
Coin Toss: The player calls a side via on screen clickable prompt and tosses a coin into the air, if they called it correctly the party gains a 10% damage buff for 30 seconds. If called incorrectly, the party suffers from a -10% damage debuff for 15 seconds.
Ul'dah Hold'em: The player draws five cards randomly and based on the hand drawn, the party gains a buff. If no hand is made the party does not gain a buff and the corsair suffers from the "Failed Hand" effect preventing them from using the ability for 3mins. If the corsair succeeds in making a hand they are given the "Good Hand" status effect which prevents them from using the ability again for 60 seconds.
Suits and their effects:
Royal Flush: Party is granted a 100 potency regen effect, a 5% damage reduction from all damage, healed for 600 potency, and healed of any current status afflicts(including unremovable via esuna). Buffs last for 30 seconds.
Four-of-a-Kind: Party is granted a 80 potency regen effect, a 4% damage reduction from all damage, and healed for 300 potency. Buffs last for 30 seconds.
Full House: Party is granted a 60 potency regen effect and a 3% damage reduction from all damage. Buffs last for 30 seconds.
Three-of-a-Kind: Party is granted a 3% damage reduction from all damage. Buffs last for 30 seconds.
Two Pair: Party is granted a 50 potency regen effect for seconds.
And that should give you a decent idea of what the Corsair playstyle is about. It's a heavily rng influenced job yes, but it's great risk for great reward playstyle I think would become fun for many players^^
---------------------------
So, what do you think?
submitted by deathsia250 to ffxiv [link] [comments]


2023.03.26 13:47 TheOutcast06 “「MIND CONDUCTOR」, the Cubes of Emotion will change the world of Stands!”

Namesake: Mind Conductor, OP2 for Little Witch Academia
User: Marcella Doppio
A more stoic friend/rival? of Maggie (Shiny Ray). Marcella is a bit more experimental with her Stand, augmenting it with her own gadgetry.
Their somewhat clashing opinions to Stand usage has led to a minor cold war between them. Between Shiny Ray accidentally affecting Shizume and more Stand Users being introduced in Ruby Civ, they have made up.
How they made up is as ridiculous as the Calendrier encounter: Mitsu was on her way home when she detected Maggie and Marcella glaring daggers at each other and tried to ask what’s going on (they’re in her way).
This led to both sides rambling about their philosophy on Stands (they’re the same age as the Protectors mind you), and Mitsu responded with “Stands are Stands, you don’t need to agree on how to use Stands, all you need is trust your ability to control your Stand”.
They made up shortly afterwards after realising this. (“A believing heart is your Sta-“ <- smacked by both)
Maggie may be more stoic and collected, yet likes to act like some sort of villain with a meticulous plan and speaks boisterously, using big words and weird concepts that confuse even Stand users. (Perhaps another reason for the Cold War is this getting on Maggie’s nerves.)
“Are you telling me Marcella is Cro-“ (whacked by a flying Roomba from the Stand)
Appearance: A flying Roomba docking station that looks like Little Feet’s head, which produces flying Roombas from its mouth
Stats: * Power: C. The cubes can make formations to attack but individually doesn’t deal damage. The flying Roombas can potentially deal a bit of damage. * Speed: C. Cubes and Roombas fly decently fast. * Range: A, town sized. * Durability: A, reinforced by Marcella’s tech. * Precision: Area of Effect. * Potential: C, can make lots of things.
Ability: Emotion Absorption Cubes
Given Only You has a different ability to Lost Emotion, this serves as an answer to Lost Emotion in Ruby Civ mixed with the Magitek in LWA.
First are the cubes themselves. They fly around, collecting a certain emotion from humans around them. They then change colour based on the emotion Marcella collects. A cube is 5x5x5 (cm) in size.
Cubes of the same colour can then be used to make formations, like weapons or giant creatures to fight.
Next are the flying Roombas. The Stand itself can produce them and send them out as containers for the cubes. A roomba can hold 72 cubes arranged in a 6x6x2 (cm) space, and up to 10 Roombas can be sent out at once, meaning the max amount of cubes active is 720. The cubes are then stored into a hammerspace inside the Little Feet head, which can be taken anytime to make the formations.
The Roombas can be used as flying platforms for anyone. (This means if Mayumi came across Marcella they can have a sky battle with their Stands)
(For the quote, each set of Stands with a specific theme has its own attached running gag or concept, like the Protectors, based on WataMote, following the naming scheme of the characters named after Lottes players, while Stands named after the LWA soundtrack always attacks people spelling out the reference as a running gag)
submitted by TheOutcast06 to fanStands [link] [comments]


2023.03.26 11:39 AlexanderTheAlrighty Fable: Aeon Edition (BETA RELEASE)

As some of you may know, after creating REDUX for Fable Anniversary, I decided to make a similar overhaul mod for TLC, but with more content and better balancing. However, no one bar me had any luck actually getting it to work, so I gave up. Until now.
I decided that I may as well release it as a beta. Some people in my discord server have gotten it to work, so I'm convinced it's not the mod but instead a hardware or base-game issue. If you liked REDUX and want something that's like it for TLC (but a lot better), then this is for you.
Main features/changes include:
There's a full changelog on Nexus, but these are the most important bits.
Link: https://www.nexusmods.com/fablethelostchapters/mods/454
submitted by AlexanderTheAlrighty to Fable [link] [comments]


2023.03.25 21:03 ded-dead- kled poopoo champ

kled poopoo champ
pls repot team full trolling bot lane 2/21 combined cannot carry toplane no impact ggez rito games pls riot i will suck your balls for tp revert make e go over walls and the brain weasels activatable i oneshot the frontline but my adc has no hands and 2 braincell karma trolling pls i have aids report team

trolling
submitted by ded-dead- to KledMains [link] [comments]


2023.03.25 12:13 DearRecord5892 TFT Tracker Support

Does anyone know why when I link my account to TRN tft tracker it says "player has no stats" in the overlay? IDK how to fix and I cant find a place online that gives me a working answer. If you have any idea Id really appreciate some support. TY
submitted by DearRecord5892 to TeamfightTactics [link] [comments]


2023.03.25 08:51 Yez_swgoh Crit chance vs crit damage?

I decided to push for 150 year but I’m confused about a lot of stats. For example, what kind of ratio between crit chance and crit damage should I be using?
I’m also building quite a few characters this season, with 3x DH, 2x wizard, and 1x witch doctor. Can someone suggest the best piece of equipment for each to augment ?
DH- Marauder, UE multi shot, and if I have time and the gear I wanna try the new Natalya’s.
Wizard- Typhon and/or LOD hydra, and Tal Raha.
Shaman- mundunugu and possible Arachyr.
submitted by Yez_swgoh to diablo3 [link] [comments]


2023.03.25 06:21 vacated-headspace GM4A The Archangel -Discord Based Cyberpunk Roleplay-

Set in 2117 the utopia known as Night City has known its share of turmoil and hardships, times of "peace", and times of absolute anarchy. Set forty years after the events of 2077 it seems a sudden rise in public displays of grotesque activism has torn Night City into three different factions: The Auggers, The Natties, and The Punks. Auggers want free augmentation and medical care to all, eliminating Trauma Teams tiered services as well as making it a requirement for all. The Natties want the abolishment of Augmentation, finding cyberpsychosis and acts of domestic and corporate terrorism enough drive to remove the largest source of the problem at the head. The punks are just what you'd expect, mercs for the highest bidder, sponsored guns aimed at either faction or snatched up by corps for cheap protection. Night City isn't the only place gaining traction however, the rest of NUSA is also following suit, each corp grasping at straws at saving face as they each push their own form of agenda. And still recovering from the events of the 2077 massacre, The Arasaka family and company are on the steady decline to bankruptcy as backdoors and glitches are found for unlimited and unlicensed access to company augs and other accounts. Then there's you, where do you stand in all this chaos? Are you an activist wanting genuine change in the world, a corp suit wanting to come out on top, or a punk just making some easy scratch? The entire world is out there for you to bend to your will, you just got to be willing to put forth the risk to take it. -Thank you for reading this pitch! Obviously this is more of a ttrpg I've been working on since I finished the game since I first beat it years ago and I hope someone out there is eager to try it out. As with any ttrpg there are stats, reputations, currency, and other systems of my own design in play that would change and create a unique experience for any and all that wish to play. You'll be meeting original characters of my own along with characters made famous by the source material as well, travelling the world of 2117 as you learn yourself and your surroundings. So how about it chooms and choobas? Who's ready to make some scratch?-
submitted by vacated-headspace to RoleplayingForReddit [link] [comments]


2023.03.25 06:19 vacated-headspace GM4A The Archangel -Discord Based Cyberpunk Roleplay-

Set in 2117 the utopia known as Night City has known its share of turmoil and hardships, times of "peace", and times of absolute anarchy. Set forty years after the events of 2077 it seems a sudden rise in public displays of grotesque activism has torn Night City into three different factions: The Auggers, The Natties, and The Punks. Auggers want free augmentation and medical care to all, eliminating Trauma Teams tiered services as well as making it a requirement for all. The Natties want the abolishment of Augmentation, finding cyberpsychosis and acts of domestic and corporate terrorism enough drive to remove the largest source of the problem at the head. The punks are just what you'd expect, mercs for the highest bidder, sponsored guns aimed at either faction or snatched up by corps for cheap protection. Night City isn't the only place gaining traction however, the rest of NUSA is also following suit, each corp grasping at straws at saving face as they each push their own form of agenda. And still recovering from the events of the 2077 massacre, The Arasaka family and company are on the steady decline to bankruptcy as backdoors and glitches are found for unlimited and unlicensed access to company augs and other accounts. Then there's you, where do you stand in all this chaos? Are you an activist wanting genuine change in the world, a corp suit wanting to come out on top, or a punk just making some easy scratch? The entire world is out there for you to bend to your will, you just got to be willing to put forth the risk to take it. -Thank you for reading this pitch! Obviously this is more of a ttrpg I've been working on since I finished the game since I first beat it years ago and I hope someone out there is eager to try it out. As with any ttrpg there are stats, reputations, currency, and other systems of my own design in play that would change and create a unique experience for any and all that wish to play. You'll be meeting original characters of my own along with characters made famous by the source material as well, travelling the world of 2117 as you learn yourself and your surroundings. So how about it chooms and choobas? Who's ready to make some scratch?-
submitted by vacated-headspace to Roleplay [link] [comments]


2023.03.25 01:54 Resurgence12 Upgraded too many hunters to lvl 6 while misreading the tooltip.

When I read the tooltip, I thought upgrading multiple hunters would augment the stats on all of them. I later realised that the game was warning me that upgrading too many hunters would increase the permanent ability pool, which would in turn make it harder to acquire permanent abilities for a specific Hunter.
Am I understanding this correct and have majorly screwed up, or is there some benefit to having so many hunters at lvl 6 even though I don’t use most of ‘em? If not, is there a way to exclude hero abilities from the draw pool?
submitted by Resurgence12 to huntroyale [link] [comments]


2023.03.24 21:48 EuphoricLifeguard649 Is Infinit-team overtuned?

The ability to not only have a copy of a champion, but for them to get 3 random items related to their role is a bit too much in my opinion. Sure, the copy is weaker, and the items you get won't always be best in slot, but last I checked completed items were worth about an equivalent to 40 gold in value. If that's true, then at 5/7 infini-team after 3rd augment you've potentially got 240 to 360 extra gold in items over everyone else. Unlike underground which relies more on rng and you taking some losses, infini-team appears to just need time to make it past wolves which isn't difficult to do. I would argue that maxing infiniteam is difficult, but thanks to the tools tft gives you compared to set 1 getting to max traits isn't really hard anymore.
While I'm still new to this set, this feels way stronger than the other new traits introduced. Have you figured out ways to counter an inifi-team, if so, how? In most of my games now they're the only ones I see making it to top 4 except one time when I got off the new 8 duelists trait.
submitted by EuphoricLifeguard649 to TeamfightTactics [link] [comments]