History Main / EliteTweak

2nd Sep '16 5:00:59 AM morenohijazo
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** {{Minecraft}}: Figuring out automated farms, then automated mob grinders. Drastically increased gathering efficiency on food and loot.
** {{Rust}}: Figuring out layered, raid-resistant base designs. Your buildings go from "raider magnet" to "possibly too much trouble to raid".

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** {{Minecraft}}: ''VideoGame/{{Minecraft}}'': Figuring out automated farms, then automated mob grinders. Drastically increased gathering efficiency on food and loot.
** {{Rust}}: ''VideoGame/{{Rust}}'': Figuring out layered, raid-resistant base designs. Your buildings go from "raider magnet" to "possibly too much trouble to raid".
21st Aug '16 2:07:05 PM azul120
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* ''VideoGame/PuzzleAndDragons'' has quite a few. [[FanNickname Hypermaxing]] is the art of ultimate evolving and max leveling a monster with all of the first 3:
** Evolved monsters have awakenings, which include both self- (two-pronged attack, bind resists, type killers, etc.) and team-boosting (skill bind/poison/jammer/dark resists, enhanced row element damage, element damage resists, extended time, etc.) enhancements, some of which are crucial for late and post-game dungeons. The more recent latent awakenings, while less potent at what they do, can be assigned to any monster[[note]]max. 5[[/note]], as opposed to the preassigned allotments of the standard counterparts, and are the only source of skill delay resists. Many players will use at least one dark latent to survive Hera's [[OneHitKill Zero Gravity attack]].
** Stat boosts, which are typically acquired by random drops. Monsters can each have up to +99 per stat[[note]]HP, ATK, RCV[[/note]].
** Skill level-ups to reduce turn cooldown, though depending on the rarity of the fodder and number of levels needed to max out, this can [[LastLousyPoint add a massive layer of annoyance]], to speak nothing of [[LuckBasedMission the RNG factor involved]].
** With the advent of Skill Transfer, it has been possible to transfer any skill of any monster to another, where, for instance, the inheriter would be a better fit for typing purposes and/or stats, or an otherwise ideal team needs a bind clear skill without compromising one of its own.
** The achievement badge system, which awards awakening-like options for awakenings, adds more tweak options, most notably bind immunity for leaders, cost requirement reduction, 50% skill-bind resist, and +1 second movement time.
21st Aug '16 1:08:14 PM azul120
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The MagikarpPower is an EliteTweak to an initially-weak character.

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The MagikarpPower is an EliteTweak Elite Tweak to an initially-weak character.



*** Maximizing stat growth, however, requires late game gear like the Robe of Lords which is '''very''' hard to get. Some perfectionists players EliteTweak by keeping the characters as close to level one as much as possible until they can Robes for at least four of their characters. Quina, ironically, is the worst example as s/he has an option between being a melee character (strength), a spell using character (magic), or balanced.[[note]]All of these options have pros and cons apparently.[[/note]] Some HundredPercentCompletion players have problems with that.

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*** Maximizing stat growth, however, requires late game gear like the Robe of Lords which is '''very''' hard to get. Some perfectionists players EliteTweak Elite Tweak by keeping the characters as close to level one as much as possible until they can Robes for at least four of their characters. Quina, ironically, is the worst example as s/he has an option between being a melee character (strength), a spell using character (magic), or balanced.[[note]]All of these options have pros and cons apparently.[[/note]] Some HundredPercentCompletion players have problems with that.



** The sequel also offers one other EliteTweak, the Consular route for a male Exile. While the game is somewhat infamous for the player characters becoming stupidly powerful, a male consular is absolutely ridiculous when paired up with the Handmaiden for a few rounds. She teaches you 'Battle Precognition' which allows the Exile to use his Wisdom Modifier, the highest stat anyway on a proper consular, to his Armor Class. And that's just the beginning...

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** The sequel also offers one other EliteTweak, Elite Tweak, the Consular route for a male Exile. While the game is somewhat infamous for the player characters becoming stupidly powerful, a male consular is absolutely ridiculous when paired up with the Handmaiden for a few rounds. She teaches you 'Battle Precognition' which allows the Exile to use his Wisdom Modifier, the highest stat anyway on a proper consular, to his Armor Class. And that's just the beginning...



* In the MMORPG ''AnarchyOnline'', EliteTweak type characters are built due to the skill system employed in the game and the capability of any given character to use items and implants to boost those skills even further than before. The end result are characters that have impressive, frightening power levels and levels before they're supposed to actually have access to it. (many weapons, armor and nanos have no level locks to equip and use.)

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* In the MMORPG ''AnarchyOnline'', EliteTweak Elite Tweak type characters are built due to the skill system employed in the game and the capability of any given character to use items and implants to boost those skills even further than before. The end result are characters that have impressive, frightening power levels and levels before they're supposed to actually have access to it. (many weapons, armor and nanos have no level locks to equip and use.)
15th Aug '16 1:46:32 AM Ninjat126
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* LeagueOfLegends invokes this trope in the form of Runes and Masteries. These offer small (1-3%) situational boosts to your champion's stats, and you access more of them the more you play. They're usually small (3% speed out of combat, stuns are 5% shorter) but can give you a crucial edge in combat.

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* LeagueOfLegends invokes this trope in the form of Runes and Masteries. These offer small (1-3%) situational boosts to your champion's stats, and you access more of them the more you play. They're usually small (3% speed out of combat, stuns are 5% shorter) but can give you a crucial edge in combat.
combat when combined.
* A key part of competitive CounterStrike is being able to manage your team's cash. While a casual group will usually buy whatever suits their playstyle (or an [[ComplacentGamingSyndrome an AWP]], organised teams will share weapons and gear.
* SurvivalSandbox games often feature this trope when it comes to resource gathering, or base building.
** {{Minecraft}}: Figuring out automated farms, then automated mob grinders. Drastically increased gathering efficiency on food and loot.
** {{Rust}}: Figuring out layered, raid-resistant base designs. Your buildings go from "raider magnet" to "possibly too much trouble to raid".
15th Aug '16 1:28:51 AM Ninjat126
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* Many TradingCardGames run on this trope. Your deck's pretty lethal with a LightningBruiser monster as your win condition? A [[PowerEqualsRarity rarer]] monster has the same stats but a better combination of attributes.
** MagicTheGathering: Tribal decks are a straightforward example. A 2/2 rat zombie for 2 mana can be ludicrously more useful than a 2/2 human zombie for 2 mana,
*** Depending on the current metagame, swapping one type of removal or counterspell for another can turn a deck from "solid, but wi th glaring weaknesses" to "tournament winner".
* Most DarkSouls players will jump at the chance of upgrading a chaos-empowered flaming halberd. Veteran PvP players will upgrade a regular one, as (generally) it'll do a better job against damage resistances.
** Softcaps and Breakpoints. DiminishingReturnsForBalance applies hard, so knowing that can help you get the most value for your souls. For example, your Endurance stat won't increase Stamina anymore once you push it past 40.
* LeagueOfLegends invokes this trope in the form of Runes and Masteries. These offer small (1-3%) situational boosts to your champion's stats, and you access more of them the more you play. They're usually small (3% speed out of combat, stuns are 5% shorter) but can give you a crucial edge in combat.
10th Aug '16 12:13:08 AM LucaEarlgrey
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* ''VideoGame/MonsterHunter'' encourages homogeneous armor sets by [[SetBonus having armor parts' skill points sum up such that they form a set of active skills if all armor pieces of the same design are used together]]. However, some players take to building custom sets that can achieve skill combinations that are not possble with conventional armor-building, resulting in some extremely powerful sets. Many players who build custom sets use tools such as [[https://www.facebook.com/AthenasArmorSetSearch/ Athena's Armor Set Search]] to look up the necessary armor pieces for their sets.
19th Jul '16 8:46:37 PM TSBasilisk
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* ''VideoGame/DiabloIII'' end-game consists largely of figuring out the proper combination of skills, armor sets, legendary bonuses, Paragon points, and cube buffs. Where the maximum time for clearing a Greater Rift and receiving the award is 15 minutes, a properly equipped and skilled player can clear them on the highest difficulty in under two minutes.
1st Jul '16 2:15:18 PM poi99
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* A few of the [[UpdatedRerelease recent ports]] of ''Final Fantasy'' games have the Onion Knight job class, which embodies this trope.
** In ''VideoGame/FinalFantasyIII'', the job's stats are a joke until the character's level is in the upper 90's, at which point they become absurdly powerful.
** Similarly, in ''VideoGame/FinalFantasyTactics'' for the PSP, the Onion Knight doesn't gain job levels like any other class - instead, it gains a job level for every ''two other jobs'' a character has ''mastered.'' At job level 8, the class becomes very powerful - but characters still can't gain EXP. The only way to enjoy the stat bonuses of gaining a level as an Onion Knight is by the use of a skill that is [[GuideDangIt only present on a friendly monster unit that you can't find in the wild, and only when using another character with a passive ability that enables hidden skills on nearby monster units.]] Oh, and then the monster unit is [[FinalDeath killed permanently.]]

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* A few of the [[UpdatedRerelease recent ports]] of ''Final Fantasy'' games have the Onion Knight job class, which embodies this trope.
**
In ''VideoGame/FinalFantasyIII'', the job's stats are a joke until the character's level is in the upper 90's, at which point they become absurdly powerful.
** Similarly, in
''VideoGame/FinalFantasyTactics'' for the PSP, [[MechanicallyUnusualClass the Onion Knight doesn't gain job levels like any other class class]] - instead, it gains a job level for every ''two other jobs'' a character has ''mastered.'' At job level 8, the class becomes very powerful - but characters still can't gain EXP. The only way to enjoy the stat bonuses of gaining a level as an Onion Knight is by the use of a skill that is [[GuideDangIt only present on a friendly monster unit that you can't find in the wild, and only when using another character with a passive ability that enables hidden skills on nearby monster units.]] Oh, and then the monster unit is [[FinalDeath killed permanently.]]
27th Jun '16 9:11:06 AM darkknight109
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** In addition, the game featured an entirely player-based resource and crafting economy to make all but the most mundane of equipment. Unfortunately, the developers never bothered to check what would happen if players were dedicated enough to grab the best resources possible (which was not actually all that difficult to do) and used them to craft weapons, armour, and - most game-breakingly - buffs. Cue players that regenerated hundreds of health points every second and could wear entire suits of armour that reduced nearly all incoming damage by 85%. Content that was originally designed to be tackled by groups of 10-20 players could be comfortably soloed by mid-tier characters. Future content had to be balanced to accommodate this power-creep, basically making it completely unplayable by anyone who WASN'T using top-tier weapons/armour/buffs.
25th Jun '16 9:47:42 PM DarthWalrus
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* Standard issue in ''VideoGame/{{Dota2}}''. Every hero has certain synergies with items, varying from the extreme to simply being particularly good with them. Combining these items with particular heroes and then with eachother is ''far'' more powerful than building in a straightforwards manner towards a single "Goal" (Contrast ''VideoGame/LeagueOfLegends'', where it literally ''is'' just about building one number up for the vast majority of characters, with "gimmicks" generally being extra scaling based on one number such as armor or speed). For example, Ember Spirit has an ability that attacks all enemies in a large area for increased damage. The common build is a Battlefury, which grants him a HerdHittingAttack.....on ''all of those attacks'', letting him to massive cumulative damage to grouped up enemies. Further boost this by teaming him up with Magnus, who grants an even ''stronger'' HerdHittingAttack to his allies with one of his abilities, and has another to group them up and stun them. [[TotalPartyKill Do the math]].
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