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* In ''VideoGame/LegendOfGrimrock II'' there is a number of classes you can take, each coming with specific perks and stat growth (for example Mages can cast spells without Magic staff and have more Energy - which is here used to cast spells - at the beginning and per level, but little HP). An Alchemist has good all-rounded HP and Energy allowing them to take any role and come with very useful ability that duplicates ingredients they have in inventory per number of steps taken. This includes anything from base ingredients used to make healing potions to stuff used to made bombs, ressurection potion and RareCandy. Since it does not matter how many of given ingredients each Alchemist has in their inventory but for each character the check is done separately, taking four Alchemists fitted for roles you need (an Alchemist can still cast spells with magic staff) and giving each one ingredient of each type will allow you to get much more bombs and higher stats from stat boosting potions (created from items duplicated by walking around exploring and advancing the story) than you could get by any other means.
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** Impediphobia activates when you're encumbered from carrying too much. Being encumbered is extremely easy to remove by just breaking down excess weapons and armor - and this can be done for free, at any time. On top of that, since encumbrance already has significant penalties by default, you're basically being rewarded for doing the thing you're almost certainly already doing anyway.

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** The Samurai class's Blade Grasp Reaction Ability ensures that your units will rarely get physically hit ever again.

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** The Samurai class's Blade Grasp Reaction Ability (automatically prevent all damage from an attack) ensures that your units will rarely get physically hit ever again.again, as long as they have a high Brave score. If that's not good enough, the Monk's Hamedo/First Strike Reaction Ability, while being ''much'' more expensive, will prevent all physical melee damage by ''punching the enemy first'', turning it into a counterpunch. Unlike Blade Grasp, it doesn't work on ranged attacks, however.



** The hugely powerful Monk + Double-Strike combo. At level 50 or so, these tend to deal ~200 damage ''per hit'' — a feat only [[GameBreaker matched by Cid]].

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** The hugely powerful Monk + Double-Strike combo. At combo (unarmed attacks + strike twice per attack). Because of the way the Monk class scales damage[[note]]Monk's, because they can't equip weapons, scale their damage 4 times faster than a normal character, meaning that Monk's will get much stronger without needing expensive equipment investmest[[/note]], at level 50 or so, these tend to deal ~200 damage ''per hit'' — a feat only [[GameBreaker matched by Cid]].Cid]].
** Lancer/Dragoon + Time Magic: A Dragoon's biggest damage dealer is their Jump ability, but the farther they travel, the longer it takes for them to land, and their target could move before they do if you're not paying attention. Giving a Dragoon the Haste effect lets them land twice as fast, and the effect of Haste is not dependent on the Dragoon's magic stat: Haste is either on or off, no in between. If you're willing to spend the points, Dragoons can also get the Quick spell, which makes their Jump attacks unstoppable.
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*** Then there's the Embrace the Dark Chaos/Shun the Dark Chaos feat shuffle. To explain, Embrace the Dark Chaos replaces one of your feats with a abyssal heritor feat but forces you to be chaotic. Shun the Dark Chaos means you can swap out that abyssal heritor feat for a normal one. This allows you to replace all the sucky mandatory feats with any other feat. Where it really gets broken is that some races, like Elves, get weapon proficiency feats instead of just weapon proficiencies like everyone else that can then be shuffled away to get much better feats (in the case of Elves, that's six extra feats).
*** Leadership is such an obvious choice for any character with high Charisma, that many [=DMs=] ban it outright. You can get a cohort to loyally follow you, who will be two levels lower than your own character — but since LinearWarriorsQuadraticWizards is in effect, your cohort could still easily be more powerful than other members of the party, or even more powerful than ''you''.

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*** Then there's the Embrace ''embrace the Dark Chaos/Shun dark chaos''/''shun the Dark Chaos dark chaos'' feat shuffle. To explain, Embrace the Dark Chaos spell ''embrace the dark chaos'' replaces one of your feats with a abyssal heritor Abyssal Heritor feat but forces can force you to be chaotic. Shun The spell ''shun the Dark Chaos dark chaos'' means you can swap out that abyssal heritor Abyssal Heritor feat for a normal one. This allows you to replace all the sucky mandatory feats with any other feat. Where it really gets broken is that some races, like Elves, elves, get weapon proficiency feats instead of just weapon proficiencies like everyone else that can then be shuffled away to get much better feats (in the case of Elves, elves, that's six extra feats).
*** Leadership is such an obvious choice for any character with high Charisma, that many [=DMs=] ban it outright. You can get a cohort to loyally follow you, who will be two levels lower than your own character — but since LinearWarriorsQuadraticWizards is in effect, your cohort could still easily be more powerful than other members of the party, or even more powerful than ''you''.


*** The spell Power Within gives 100 seconds of significantly boosted damage and stamina regeneration, which essentially every character build benefits from, at [[CastFromHitPoints the cost of draining a full health bar]] over the duration (i.e. a measly 1% of your HP per second), which is pretty manageable because you can have as many as twenty [[HealingPotion Estus]]. It can be used by anyone for little to no cost, as its only stat requirement is taking up one Attunement slot (something every starting class either has to begin with or needs 1-2 levels to reach). After being entirely absent in [[VideoGame/DarkSoulsII the second game]], it returned in [[VideoGame/DarkSoulsIII the third]] significantly {{Nerf}}ed (half the damage boost, no stamina regeneration boost, and a duration of only 30 seconds, although this was balanced out by having it only cost 30% of your HP instead of all of it).

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*** The spell Power Within gives 100 seconds of significantly boosted damage and stamina regeneration, regeneration while taking DamageOverTime, which essentially every character build benefits from, at [[CastFromHitPoints the cost of draining a full health bar]] over the duration (i.e. a measly 1% of your HP per second), which is pretty manageable because you can have as many as twenty [[HealingPotion Estus]]. It can be used by anyone for little to no cost, as its only stat requirement is taking up one Attunement slot (something every starting class either has to begin with or needs 1-2 levels to reach). After being entirely absent in [[VideoGame/DarkSoulsII the second game]], it returned in [[VideoGame/DarkSoulsIII the third]] significantly {{Nerf}}ed (half with half the damage boost, no stamina regeneration boost, boost (20%), and a duration of only 30 seconds, although this was balanced out by having it only cost 30% of your HP instead of all of it).

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old lucky feat was a 5e-only thing on the general dnd bullet, plus it goes into more detail immediately below


** The Lucky feat. The ability to have several free re-rolls every day would already be useful to just about everyone; to top it off, you can use it on rolls that you have disadvantage (roll two dice and pick the lowest roll) on, allowing you to roll a third time and pick the ''highest'', turning disadvantage into ''super''-advantage. There is never a wrong build to pick it on.



*** Lucky again. 3 times per day, you can give yourself an additional chance to not fuck up. In a game where luck is a big factor and a single bad roll of the dice can really ruin your day, this is a big deal. Combine this with either a Divination wizard (who rolls two dice at the start of each adventuring day and may substitute any roll with one of them) or a Chronurgy wizard (who can make an ally or an enemy reroll), and starting at level 2, you mold fate like putty in your hands up to 5 times per day.

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*** The Lucky again.feat. 3 times per day, you can give yourself an additional chance to not fuck up. In a game where luck is a big factor and a single bad roll of the dice can really ruin your day, this is a big deal. The ability to have several free re-rolls every day would already be useful to just about everyone, but to top it off, you can use it on rolls that you have disadvantage (roll two dice and pick the lowest roll) on, allowing you to roll a third time and pick the ''highest'', turning disadvantage into ''super''-advantage. There is never a wrong build to pick it on. Combine this with either a Divination wizard (who rolls two dice at the start of each adventuring day and may substitute any roll with one of them) or a Chronurgy wizard (who can make an ally or an enemy reroll), and starting at level 2, you mold fate like putty in your hands up to 5 times per day.
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*** A two or three level dip in Fighter gives you some incredible utility in two one-use-per-rest features; ''"Second Wind"'' gives bonus action healing, and ''"Action Surge"'' allows you to take an additional action, a borderline GameBreaker for certain builds. Assassin Rogues and Gloom Stalker Rangers can pull off some absurd {{Alpha Strike}}s by abusing Action Surge on their first turn, and Wizards get the ability to throw out ''two'' [[DiscOneNuke Fireballs]] in one round. By bumping up to a third level dip into Champion Fighter, you get an increased critical hit range (19-20), increasing your damage output quite substantially. It's also fairly easy to justify from a story perspective - just say your character hit the gym.
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* ''VideoGame/BaldursGateIII'': ThePaladin is a very common one level dip with the game's CharacterClassSystem for multiple reasons. One is that their HealingHands ability scales based on overall level instead of Paladin level. Another is, that due to BioAugmentation seperate from the class system, you can get a guaranteed CriticalHit once per long rest, and if you combine that with the Paladin's [[HolyHandGrenade Divine Smite]], it can devastate bosses.
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*** Cavaliers and their subclass paladins had the unfair mechanic of being allowed to increase their ability scores through training - cavaliers could increase their strength, dexterity and constitution and paladins could increase charisma also. This meant that high level cavaliers and paladins were very likely to have all exceptional scores in those abilities. A complete case of FridgeLogic as there is no justifiable reason to allow this particular class to increase abilities as they leveled up while barring other classes from doing so.

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*** Cavaliers and their subclass paladins had the unfair mechanic of being allowed to increase their ability scores through training - cavaliers could increase their strength, dexterity and constitution and paladins could increase charisma also. This meant that high level cavaliers and paladins were very likely to have all exceptional scores in those abilities. A complete case of FridgeLogic as there is no justifiable reason to allow this particular class to increase abilities as they leveled up while barring other classes from doing so.
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*** Then there's the Embrace the Dark Chaos/Shun the Dark Chaos feat shuffle. To explain, Embrace the Dark Chaos replaces one of your feats with a vile feat, but forces you to be evil, damned when you die, and no one likes you (not to mention that vile feats generally suck). Shun the Dark Chaos means you can swap out that vile feat for a normal one. This allows you to replace all the sucky mandatory feats with any other feat. Where it really gets broken is that some races, like Elves, get weapon proficiency feats instead of just weapon proficiencies like everyone else that can then be shuffled away to get much better feats (in the case of Elves, that's six extra feats).

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*** Then there's the Embrace the Dark Chaos/Shun the Dark Chaos feat shuffle. To explain, Embrace the Dark Chaos replaces one of your feats with a vile feat, abyssal heritor feat but forces you to be evil, damned when you die, and no one likes you (not to mention that vile feats generally suck). chaotic. Shun the Dark Chaos means you can swap out that vile abyssal heritor feat for a normal one. This allows you to replace all the sucky mandatory feats with any other feat. Where it really gets broken is that some races, like Elves, get weapon proficiency feats instead of just weapon proficiencies like everyone else that can then be shuffled away to get much better feats (in the case of Elves, that's six extra feats).
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*** Heavy Handed increases damage with Melee and Unarmed weapons while decreasing their critical hit chance. Again, only people specifically going for a crit build should even be caring about their crit chance at all, and the most powerful Melee and Unarmed weapons only have a x1 multiplier to crit chance, making them unsuitable for such a build.

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*** Heavy Handed increases damage with Melee and Unarmed weapons while decreasing their critical hit chance. Again, only people specifically going for a crit build should even be caring about their crit chance at all, and damage. Most of the most powerful best Melee and Unarmed weapons only have a x1 multiplier low chance to crit chance, making them unsuitable in the first place, so unless you're planning to get a lot of sneak attack crits with melee weapons for such some bizarre reason instead of using something more suitable like a build.silenced sniper rifle, you probably won't care.
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* ''{{VideoGame/Arcanum}}'': Character backgrounds raise and increase different stats, which comes in handy depending on the kind of build/playstyle you want to use. Some backgrounds increase physical stats at the cost of mental (better for combat characters) or the inverse (so weak characters can recruit a large team of allies), others only affect how characters react to you, etc.
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* ''VideoGame/{{Deepwoken}}''The Simple Flaw reduces your EXP gain in exchange for providing 2 boons to choose for your character and being the only flaw for this character you can get at the start, discounting other flaws you get from Shrines and Yun'Shul. Considering that EXP gain is largely ineffective at max Power, this makes it the best Flaw provided one is willing to bear the additional level grind.

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* ''VideoGame/{{Deepwoken}}''The ''VideoGame/{{Deepwoken}}'': The Simple Flaw reduces your EXP gain in exchange for providing 2 boons to choose for your character and being the only flaw for this character you can get at the start, discounting other flaws you get from Shrines and Yun'Shul. Considering that EXP gain is largely ineffective at max Power, this makes it the best Flaw provided one is willing to bear the additional level grind.
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*''VideoGame/{{Deepwoken}}''The Simple Flaw reduces your EXP gain in exchange for providing 2 boons to choose for your character and being the only flaw for this character you can get at the start, discounting other flaws you get from Shrines and Yun'Shul. Considering that EXP gain is largely ineffective at max Power, this makes it the best Flaw provided one is willing to bear the additional level grind.
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*** The Prisoner's Chain is a ring that boosts your Vigor (HP), Endurance (stamina), and Vitality (equipment load) by 5 points each, while lowering all of your defenses by 4%. A pittance for what amounts to 15 free levels. It's practically mandatory if you want to optimize your character and still stay within the metagame's level range for [=PvP=]. Of course, you have to beat a difficult BonusBoss to get it...

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*** The Prisoner's Chain is a ring that boosts your Vigor (HP), Endurance (stamina), and Vitality (equipment load) by 5 points each, while lowering all of your defenses by 4%. A pittance for what amounts to 15 free levels. It's practically mandatory if you want to optimize your character and still stay within the metagame's level range for [=PvP=]. Of course, you have to beat a difficult BonusBoss {{superboss}} to get it...
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* ''VideoGame/ShotgunKingTheFinalCheckmate'': In a game where the player has to pick an advantage card for Black ''and'' [[ChooseAHandicap White]] at the end of a level, there are a few Black Cards that give a good advantage with minor drawbacks.

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* ''VideoGame/ShotgunKingTheFinalCheckmate'': In a game where the player has to pick an advantage card for Black ''and'' [[ChooseAHandicap White]] at the end of a level, there are a few Black Cards that give a good advantage with minor drawbacks.drawbacks, or White cards with a benefit that outweighs the drawback.
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* ''VideoGame/ShotgunKingTheFinalCheckmate'': In a game where the player has to pick an advantage card for Black ''and'' [[ChooseADisadvantage White]] at the end of a level, there are a few Black Cards that give a good advantage with minor drawbacks.

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* ''VideoGame/ShotgunKingTheFinalCheckmate'': In a game where the player has to pick an advantage card for Black ''and'' [[ChooseADisadvantage [[ChooseAHandicap White]] at the end of a level, there are a few Black Cards that give a good advantage with minor drawbacks.
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* ''VideoGame/ShotgunKingTheFinalCheckmate'': In a game where the player has to pick an advantage card for Black ''and'' [[ChooseADisadvantage White]] at the end of a level, there are a few Black Cards that give a good advantage with minor drawbacks.
** In a game where being checkmated is an otherwise-instant GameOver, Black Mist is a Black Card that gives you an [[OneUp extra life]] per floor, and it protects you from all kills unless every single square on the board is in check. Prior to an update that made you have 1 less range while it was active, it had absolutely no drawbacks.
** Any Black Card that increases Firepower if the player doesn't already have one. By increasing your Firepower from 4 to 5, you gain the ability to one-shot Queens and Rooks at point-blank.
** Ruins is a White card that adds 2 Pawns and a Rook onto the board, but it makes all Rooks have 2 less health. This drops them from a beefy 5 HP to a fragile 3 HP, allowing you to kill them much more quickly and easily. It's generally considered an upside that outweighs the downside of an extra Rook and two Pawns.
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** Curious is a downplayed example, as hardcore min-maxers aren't likely to touch it. However since its effect is "only" to force you into actions that the average casual player ''would be doing anyway'' for fun ("Sure, I'll push that Big Red Button!") it's regarded as free points in many groups.
** Jinxed (bad luck...for people ''around'' you, not yourself) was removed from the game in 4th edition because it got abused by munchkins who didn't care about other players having fun to gain some more free points.
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*** Speaking of Druids, the Vow of Poverty feat forces a player to forsake anything but basic, nonmagical equipment, to the point that even a Masterwork item is disallowed. In return, they gain buffs that replace the items they've forsaken. This is a pretty balanced trade for most classes, but the bonuses stick to the player even through shapeshifting. Meaning that a Vow of Poverty Druid retains all their buffs while wildshaped, stacking the Vow buffs over top of their animal form's natural abilities. Throw in Natural Spell and the single disadvantage from being wildshaped vanishes. And since you're going to be Wildshaping during every combat, why not put your best stats into Wisdom, Intelligence, and Charisma, since those come with you while Wildshaped, but your physical stats don't?
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*** The Gifted Trait gave you one point towards each of your SPECIAL stats at a cost of 10 less to all skills at the start and 5 fewer per level. Not only is the actual per-level point penalty only 3 (because you gain 2 per level more from the extra point of Intelligence), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups. And since SPECIAL stats use a PointBuildSystem, you can reassign most of those gained stat points to Intelligence to get a net ''increase'' in Skill points[[labelnote:*]]The total skill point loss will be equal to 7 points of INT for 20 levels (the cap in the first game), but you're not going to put points in every skill.[[/labelnote]].

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*** The Gifted Trait gave you one point towards each of your SPECIAL stats at a cost of 10 less to all skills at the start and 5 fewer per level. Not only is the actual per-level point penalty only 3 (because you gain 2 per level more from the extra point of Intelligence), but there are far more skillbook powerups throughout the game than PIP-Boy stat powerups. And since SPECIAL stats use a PointBuildSystem, you can reassign most of those gained stat points to Intelligence to get a net ''increase'' in Skill points[[labelnote:*]]The total skill point loss will be equal to 7 points of INT for 20 levels (the cap in the first game), but you're not going to put points in every skill.[[/labelnote]].skill...but most skills will hit diminishing returns around level 10 anyway[[/labelnote]].
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*** The Sharpshooter and Great Weapon Master feats. Both give some nice abilities for their respective combat styles, but what they are infamous for is the ability to take -5 to hit for +10 damage on every attack. Nothing else in the game can boost a multiple attacks in one turn by that much, and there is no limit to how often you can use it. The accuracy loss is an issue, but it is easily mitigated by many tactics, like the Archery fighting style, the Precision Attack maneuver, a +1, +2, or +3 weapon, and the ever-present advantage mechanic.
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*** Likewise, the ability to Pounce (or something mechanically similar) is almost mandatory for higher-level melee characters. It gives the ability to make a full attack after charging, so it can mean the difference between spending your first turn getting off just one attack, or half a dozen.

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*** Likewise, the ability to Pounce (or something mechanically similar) is almost mandatory for higher-level melee characters. It gives the ability to make a full attack after charging, so it can mean the difference between spending your first turn getting off just one attack, or half a dozen. The most infamous source of Pounce was the "Lion Totem Barbarian," class variant from ''Complete Champion,'' gaining the ability at level 1 instead of moving 10 feet faster (an ability easily and cheaply obtainable via magic boots and rarely critical anyway). Which dovetailed perfectly with the "Whirling Frenzy" Rage variant from ''Unearthed Arcana'', which can also be taken at level 1 one of Lion Totem Barbarian and grants an additional attack while Raging.
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*** Infusing a weapon with a Raw Gem gives it a sizable damage boost but removes all scaling. Reinforcing the weapon will continue to add damage. While this can be a disadvantage, Raw Gems are found in several places in the early game, when your weapons have a low reinforcement level (meaning that the damage they gain from your stats is much less efficient than in the late game) and your stats are the lowest they'll be all game. Raw Gems are especially important for Pyromancers, who have to dump so many points into Attunement, Inteligence, and Faith that they're looking to have the lowest possible Strength and Dexterity they can get away with.
*** Relatedly, Crystal, Blessed, Dark, Hollow, Lightning, Simple, and Chaos Gems will all decrease Strength and Dexterity Scaling but replace it with scaling in a stat that the weapon didn't previously have, making any weapon that can be infused suited to Sorcerers, Clerics, Pyromancers, and status-afflicting builds, all of whom are keeping their commitments to Strength and Dexterity minimal.

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