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1
Discussion / Re: Screenshots: ASCII and Graphics
« on: October 24, 2013, 01:55 »
He's toting a plasma rifle on the first floor of a Ao100 game.
2
Discussion / Re: Boots and you.
« on: October 23, 2013, 20:41 »
WanderingNewbie: In case you're wondering why Whizkid is less beneficial on non-Technician games on ITYTD/HNTR difficulty, it's because you don't get enough experience to get the most out of it. ITYTD/HNTR has less spawns and gives you less experience per kill compared to the other difficulties, but the other difficulties give you more enemies and more dangerous enemies earlier in the game.
Neither LuckyDee nor Aki seemed to have mentioned that so I figured I should mention it.
Neither LuckyDee nor Aki seemed to have mentioned that so I figured I should mention it.
3
DiabloRL / Re: Quick Questions Thread: DiabloRL Edition
« on: October 23, 2013, 14:20 »Right, but what stat increases damage done by bows?
I'm pretty sure that raising Dexterity increases all ranged damage, including bows.
4
Discussion / Re: Boots and you.
« on: October 23, 2013, 13:54 »
Tactical boots and fireproof plasteel boots.
Cerberus boots would be ok in a non-Ao100 setting if they didn't eat up 2 P mods.
Cerberus boots would be ok in a non-Ao100 setting if they didn't eat up 2 P mods.
5
DiabloRL / Re: Quick Questions Thread: DiabloRL Edition
« on: October 22, 2013, 15:24 »
Accuracy is still hindered by projectile flight path. Basically if your shot would hit but there's a solid object between it, then that means your chance of hitting is still 0%. Either you need to move from your spot or whatever you're shooting at needs to move.
6
Discussion / Re: Quick questions thread!
« on: October 21, 2013, 17:02 »
Is the splash damage from the AFJ affected by SoG? Actually, how does SoG affect AFJ? Say if I have 3 levels of SoG, MSs and using the AFJ, does it deal 18 fire damage or 15 fire damage and 3 bullet damage?
7
Discussion / Re: UV Halls of Carnage - holy crap! (also new poster)
« on: October 20, 2013, 21:45 »The Halls of Carnage used to be much easier - I don't know why this was changed *grumble grumble*.
Gee I dunno, maybe HoC was changed because it was too easy pre-0.9.9.7.
8
Discussion / Re: Another melee base?
« on: October 17, 2013, 12:44 »
Obviously if you have knuckledusters equipped while trying to get a Sunrise Iron Fist-related badge then it wouldn't count. The wording would change to "clear no weapons equipped".
9
Discussion / Re: Another melee base?
« on: October 17, 2013, 04:14 »
I only mentioned swords in my original post because I remembered that Sword of the Stars: The Pit has three different melee skill stats that can be leveled: melee, knives, and blades. The difference is that knives attack directly adjacent to your character (which, in the case of SotS:TP, is limited to the cardinal directions--none of that diagonal movement/attacking stuff), while blades attack a row in front of you.
I do like the idea of a Doomguy using some brass knuckles. Just got an interesting image of a gentlemanly Doomguy squaring off with the hordes of Hell with some good ol' fisticuffs. May or may not be complete with a top hat and a monocle. :|
I do like the idea of a Doomguy using some brass knuckles. Just got an interesting image of a gentlemanly Doomguy squaring off with the hordes of Hell with some good ol' fisticuffs. May or may not be complete with a top hat and a monocle. :|
10
Discussion / Re: Quick questions thread!
« on: October 16, 2013, 23:30 »I said we need more melee bases. The only normal melee base is the knife. For pistols, only one is the pistol. Shotgun has 3 different bases, and chainfire has 2.
Technically unarmed is a melee base too, since Sunrise Iron Fist.
But personally I wouldn't mind having a better non-unique/exotic melee weapon that's a step up from the combat knife. Maybe like a...sword or something.
* White Rider tries to imagine a Doomguy with a sword and gothic armor
11
Discussion / Re: Quick questions thread!
« on: October 16, 2013, 01:26 »But as I said, it's all luck - despite being able to appear even on dlevel 1, the cleaver has a weight of 2 - twice that of the dragonslayer. So past dlevel 16, you should be seeing 2 cleavers per dragonslayer.
And i've yet to see a dragonslayer.
YOU haven't seen a dragonslayer yet, but I have. And cleavers early on. Like all the damn time.
But yes anyway in regards to the original question, dual-wielding chainswords are sometimes the best you can do since you can't rely on the chainsaw spawning on 100 runs, just raise Brute to 5 once you get past XL 12 and throw in some Hellrunner and other support traits. Use your traits and don't always rely on gear and mod pack drops.
12
Discussion / Re: Quick questions thread!
« on: October 15, 2013, 22:13 »Seems pretty right to me, I don't recall getting a cleaver in a few Ao100 games i've played and certainly not in quite a few regular wins i've done. It's all luck.
Naw, that ain't right. I've always found a Cleaver within the first half of 100 runs.
13
Discussion / Re: Quick questions thread!
« on: October 15, 2013, 21:29 »So I just did my second run on Ao100 as a Scout with MBm. Levels 1-60 weren't too bad, but at some point during 60s, things became much harder. I died on level 74 after using an emergency phase device which only landed me in more monsters. The thing is, I was stuck with a stupid chainsword the whole time because no chainsaws or other melee weapons aside from knives dropped (I had other weapons, of course, but ran into ammo issues).
Was I just really unlucky with the RNG, or do we really only get knives during Ao100? If that's the case, I'm questioning the potential of a melee build.
60+ floors without seeing a Butcher's Cleaver? That ain't right.
14
Announcements / Re: Announcing: Jupiter Hell!
« on: October 13, 2013, 00:24 »
Where do I signup for preorder?
15
Discussion / Re: Quick questions thread!
« on: October 10, 2013, 18:36 »And what's the format for posting a mortem?
Code: [Select]
[mortem]text[/mortem]
becomes:
text
And then you can textdump your entire mortem between the mortem tags.