History Main / MinMaxersDelight

2nd Feb '16 11:25:24 AM Grobi
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"Skilled" is an Old World Blues trait i.e. only available with Level Cap raising DLC.
*** Skilled. Instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game. As there are far fewer ways to raise skill points than in ''3'', those extra skill points go a ways, especially if you didn't get any DLC to raise the level cap.
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*** Skilled. Instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game. As there are far fewer ways to raise skill points than in ''3'', those extra skill points go a ways, especially if you didn't get any DLC to raise the level cap.ways.
30th Jan '16 10:32:18 AM Prime32
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** While we're on melee combat, let's talk about the two most favored weapons of Minmaxers and melee. First, we have the Greatsword. Rolls 2d6 for damage, is two-handed so it gets a Strength Bonus buff and Power Attack does more damage, has an increased Critical Threat range like all swords, is a martial weapon, and pairs well with a lot of melee builds. It's BoringButPractical. The other is the Spiked Chain. Normally, exotic weapons are the bane of minmaxers, as very few give any worthwhile bonus in exchange for a precious Feat slot. A Spiked chain, however, is a two-handed weapon, getting the same buffs as mentioned above for Greatswords, has reach so the user can strike farther than normal, and, unlike most reach weapons, can be used against adjacent opponents. It is also a weapon granting bonuses to attempts to trip or disarm opponents, making it very well-liked for technical melee builds that focus on abusing Attack of Opportunity, and limiting the mobility and options of foes.
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** While we're on melee combat, let's talk about the two most favored weapons of Minmaxers and melee. First, we have the Greatsword. Rolls 2d6 for damage, is two-handed so it gets a Strength Bonus buff and Power Attack does more damage, has an increased Critical Threat range like all swords, is a martial weapon, and pairs well with a lot of melee builds. It's BoringButPractical. The other is the Spiked Chain. Normally, exotic weapons are the bane of minmaxers, as very few give any worthwhile bonus in exchange for a precious Feat slot. A Spiked chain, however, is a two-handed weapon, getting the same buffs as mentioned above for Greatswords, has reach so the user can strike farther than normal, and, unlike most reach weapons, can be used against adjacent opponents. It is also a weapon granting bonuses to attempts to trip or disarm opponents, making it very well-liked for technical melee builds that focus on abusing [[CounterAttack Attack of Opportunity, Opportunity]], and [[StunLock limiting the mobility and options of foes.foes]].

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** While we're on melee combat, let's talk Just about any guide to the two most favored weapons [[JackOfAllTrades Factotum]] class will recommend that you take the "Font of Minmaxers and melee. First, we Inspiration" feat as many times as possible, since it increases the pool of inspiration points which fuel your abilities. Likewise, since factotums have access to every skill in the Greatsword. Rolls 2d6 for damage, is two-handed so it gets a Strength Bonus buff and Power Attack does more damage, has an increased Critical Threat range like all swords, is a martial weapon, and pairs well with a lot of melee builds. It's BoringButPractical. The other is game, the Spiked Chain. Normally, exotic weapons are the bane [[IaijutsuPractitioner Iaijutsu Focus]] skill from ''[[FarEast Oriental Adventures]]'' is oddly popular as a source of minmaxers, as very few give any worthwhile reliable bonus in exchange damage. ** The best weapon for a precious Feat slot. A Spiked chain, however, is a two-handed weapon, getting the same buffs as mentioned above for Greatswords, has reach so [[IaijutsuPractitioner Iaijutsu Focus]] skill itself is not the user can strike farther than normal, and, unlike most reach weapons, [[KatanasAreJustBetter katana]], but the gnome quickrazor: an odd folding weapon which can be used against adjacent opponents. It is also a weapon granting bonuses to attempts to trip drawn or disarm opponents, making it very well-liked for technical melee builds that focus on abusing Attack of Opportunity, and limiting sheathed instantly, allowing the mobility and options of foes.wielder to perform iaijutsu strikes more often.
24th Jan '16 8:25:59 AM ElodieHiras
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* In the D20Modern sourcebook D20 Future, there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires a bite attack to be taken), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost. In the same vein, Festering Sores is a mutation that covers your character's skin with festering sores. The effect is more aggravating than harmful, but it reduces an armor's max Dexterity bons by 2 and increases armor penalties by 2. A fast hero with maxed out dexterity gains no benefits from armors anyway, so he/she might as well take this mutation.
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* In the D20Modern sourcebook D20 Future, there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires a bite attack to be taken), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost. In the same vein, Festering Sores is a mutation that covers your character's skin with festering sores. The effect is more aggravating than harmful, but it reduces an armor's max Dexterity bons by 2 and increases armor penalties by 2. A fast hero with maxed out dexterity gains no benefits from armors anyway, so he/she might as well take this mutation. There is also "Neutrad Dependency" and "Poisonous blood". The first being a mutation that gives you 6 points and makes you roll fortitude saves or get Constitution damage unless you take a Neutrad dose every day (and taking a Neutrad dose fixes the damage), the second making your blood poison itself and requiring a daily [[MagicalAntidote Antitox dose]] or suffer the same effects, and gives you as many points. Sounds bad right? Except Neutrad and Antitox are cheap and freely available commodities (unless you play D20 Apocalypse).
19th Jan '16 4:00:24 AM Cifer
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** Mostly a theoretical exercise was [[http://www.dandwiki.com/wiki/Pun-Pun_%283.5e_Optimized_Character_Build%29 Pun-Pun]], a being that started as a lowly Kobold and ends as... well, the most powerful being in the multiverse. Its exploits are based upon the ability "Manipulate Form" that is [[YourRulesAreNotMyRules exclusively posessed]] by a certain NPC species, which allows them to grant ''any'' ability to one of their servant races ("scaled ones" like Kobolds). With feats from some other books, Pun-Pun can assume the form of this species and gain their ability, which he then uses to give his familiar an ability called... Manipulate Form, which the familiar uses to give it back to Pun-Pun after the latter has returned to his original form. From that point, the game becomes a slog through any and all splat books, searching for ever more powerful abilities that can be bestowed. As Pun-Pun's creator mentioned in the page quote, Pun-Pun is a purely theoretical construct and very much ''not'' meant to be played.
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** Mostly a theoretical exercise was [[http://www.dandwiki.com/wiki/Pun-Pun_%283.5e_Optimized_Character_Build%29 Pun-Pun]], a being that started as a lowly Kobold and ends as... well, the most powerful being in the multiverse. Its exploits are based upon the ability "Manipulate Form" that is [[YourRulesAreNotMyRules exclusively posessed]] by a certain NPC species, which allows them to grant ''any'' ability to one of their servant races ("scaled ones" like Kobolds). With feats from some other books, Pun-Pun can assume the form of this species and gain their ability, which he then uses to give his familiar an ability called... Manipulate Form, which the familiar uses to give it back to Pun-Pun after the latter has returned to his original form. From that point, the game becomes a slog through any and all splat books, searching for ever more powerful abilities that can be bestowed. As Pun-Pun's creator mentioned in the page quote, Pun-Pun is a purely theoretical construct construct, akin to a chess problem ("White to play and achieve omnipotence in five moves") and very much ''not'' meant to be played.
18th Jan '16 9:33:41 AM Cifer
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** Mostly a theoretical exercise was [[http://www.dandwiki.com/wiki/Pun-Pun_%283.5e_Optimized_Character_Build%29 Pun-Pun]], a being that started as a lowly Kobold and ends as... well, the most powerful being in the multiverse. Its exploits are based upon the ability "Manipulate Form" that is [[YourRulesAreNotMyRules exclusively posessed]] by a certain NPC species, which allows them to grant ''any'' ability to one of their servant races ("scaled ones" like Kobolds). With feats from some other books, Pun-Pun can assume the form of this species and gain their ability, which he then uses to give his familiar an ability called... Manipulate Form, which the familiar uses to give it back to Pun-Pun after the latter has returned to his original form. From that point, the game becomes a slog through any and all splat books, searching for ever more powerful abilities that can be bestowed. As Pun-Pun's creator mentioned in the page quote, Pun-Pun is a purely theoretical construct and very much ''not'' meant to be played.
11th Jan '16 2:48:23 PM ElodieHiras
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* Meticulous from ''TabletopGame/{{Pathfinder}}. For getting a -2 when making a skill check for which you are untrained (few skills are ever worth using untrained), you gain a bonus trait (traits are small buffs).
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* Meticulous from ''TabletopGame/{{Pathfinder}}.''TabletopGame/{{Pathfinder}}''. For getting a -2 when making a skill check for which you are untrained (few skills are ever worth using untrained), you gain a bonus trait (traits are small buffs).
11th Jan '16 2:47:56 PM ElodieHiras
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* Meticulous from ''TabletopGame/{{Pathfinder}}. For getting a -2 when making a skill check for which you are untrained (few skills are ever worth using untrained), you gain a bonus trait (traits are small buffs).
5th Jan '16 9:43:18 PM Winter
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I think that was the only folder not working right
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30th Dec '15 11:01:28 PM HighCrate
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[[folder:Roguelike]] * ''VideoGame/FTLFasterThanLight'': ** capturing a ship is far more lucrative than destroying it outright, so buying a Teleporter early is crucial. ** The [[MoneyMultiplier Scrap Recovery Arm]] always pays for itself, so there is never any reason not to get it.

*** The "Jury Rigging" perk allows you to repair just about any weapon or armor with another weapon or armor that's vaguely similar to it (rather than needing an exact copy of the item to take parts from). That means you can repair things like an incredibly powerful and expensive anti-tank sniper rifle with parts from a BB gun. It also means that if you have one or two very valuable guns in very poor condition, you can buy a couple of cheap garbage guns and repair your best guns to full condition and make their value go through the roof. Sell one and keep the other, and you'll be rolling in cash for the whole game. This is why Jury Rigging is [[GameBreaker probably the best perk in the game]]. *** Old World Blues introduced "[[Film/LogansRun Logan's]] Loophole", which lets you take chems with zero chance of addiction and doubled duration (very powerful if you can find a good supply), but fixes the level cap at 30 (as you'll likely have all the DLC if you have one of them, the limit will probably be 50 otherwise). The thing is, Old World Blues ''also'' added a one-time ability to change which trait you have, so you can just have Logan's Loophole until you reach level 30, then get rid of it.
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*** The "Jury Rigging" perk allows you to repair just about any weapon or armor with another weapon or armor that's vaguely similar to it (rather than needing an exact copy of the item to take parts from). That means you can repair things like an incredibly powerful and expensive anti-tank sniper rifle with parts from a BB gun. It also means that if you have one or two very valuable guns in very poor condition, you can buy a couple of cheap garbage guns and repair your best guns to full condition and make their value go through the roof. Sell one and keep the other, and you'll be rolling in cash for the whole game. This is why Jury Rigging is [[GameBreaker [[BoringButPractical probably the best perk in the game]]. *** Old World Blues introduced introduces "[[Film/LogansRun Logan's]] Loophole", which lets you take chems with zero chance of addiction and doubled duration (very powerful if you can find a good supply), but fixes the level cap at 30 (as you'll likely have all the DLC if you have one of them, the limit will probably be 50 otherwise). The thing is, Old World Blues ''also'' added adds a one-time ability to change which trait you have, so you can just have Logan's Loophole until you reach level 30, then get rid of it.
9th Dec '15 2:01:34 AM jormis29
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** The game has the Talent system, which is a variant of the Alternate Advancement system from ''{{Everquest}}''. Some of the talents were so utterly ubiquitous that ''every'' specialisation branch of a class had its ultimate, mathematically proven to be the best, distribution and everybody was using it. ''Cataclysm'' redesigned the system for talent trees to still have a base skeleton of "must take" talents with everything else being useful in some cases, but optional and chosen on personal preferences.
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** The game has the Talent system, which is a variant of the Alternate Advancement system from ''{{Everquest}}''.''VideoGame/{{Everquest}}''. Some of the talents were so utterly ubiquitous that ''every'' specialisation branch of a class had its ultimate, mathematically proven to be the best, distribution and everybody was using it. ''Cataclysm'' redesigned the system for talent trees to still have a base skeleton of "must take" talents with everything else being useful in some cases, but optional and chosen on personal preferences.

* In the early days of ''AsheronsCall'', the Item Magic skill quickly became almost mandatory to have in order to have a viable character in the game. Item Magic allows you to buff your items, debuff enemy items, makes locks easier to pick, makes it easier to identify the stats on items, and teleport to nearly any location in the game, provided there's a portal there and you've seen said portal (though you could only be bound to one portal at a time). The game world is approximately the size of Rhode Island and one easily accessible dungeon had portals to nearly every city. It didn't take long to reach a point where even an otherwise pure melee character would find it necessary to acquire Item Magic either from character creation or as soon as possible afterward, if only for the fast travel to that dungeon.
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* In the early days of ''AsheronsCall'', ''VideoGame/AsheronsCall'', the Item Magic skill quickly became almost mandatory to have in order to have a viable character in the game. Item Magic allows you to buff your items, debuff enemy items, makes locks easier to pick, makes it easier to identify the stats on items, and teleport to nearly any location in the game, provided there's a portal there and you've seen said portal (though you could only be bound to one portal at a time). The game world is approximately the size of Rhode Island and one easily accessible dungeon had portals to nearly every city. It didn't take long to reach a point where even an otherwise pure melee character would find it necessary to acquire Item Magic either from character creation or as soon as possible afterward, if only for the fast travel to that dungeon.
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