History Main / MinmaxersDelight

16th Apr '17 12:29:01 PM nombretomado
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* The "Applied Research" Tech in [[SpaceEmpires Space Empires V]]. Research that makes all other research go faster? Yes ''please''. Even more effective if acquired in the pre-game, as the player will start with the higher-level Research facilities on their homeworld(s), rather than having to rebuild them.

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* The "Applied Research" Tech in [[SpaceEmpires ''[[VideoGame/SpaceEmpires Space Empires V]].V]]''. Research that makes all other research go faster? Yes ''please''. Even more effective if acquired in the pre-game, as the player will start with the higher-level Research facilities on their homeworld(s), rather than having to rebuild them.
16th Apr '17 8:25:50 AM Gosicrystal
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** Pitching is all about using Tall characters. They have the second fastest delivery speed and the most useful pitches by far in the game: slider, two-seam and [[ThatOneAttack forkball]]. Also, since a whole lot of batters in the game are left-handed, you might as well make your pitcher a lefty too, so you can exploit the slider on them.

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** Pitching is all about using Tall characters. They have the second fastest delivery speed and the most useful pitches by far in the game: slider, two-seam and [[ThatOneAttack forkball]].forkball. Also, since a whole lot of batters in the game are left-handed, you might as well make your pitcher a lefty too, so you can exploit the slider on them.
9th Apr '17 12:25:24 PM Filosera
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*** There is a Bad Fortune disadvantage that states an NPC wants to wreck your love life to have you for his/herself. These [=NPCs=] tend to be personally or politically powerful, otherwise they would not have the means to actually affect you given the average PC is a samurai. Some players consider this free points with the guarantee a useful NPC that is interested in them will show up eventually or simply have no love life for this person to ruin by playing a ascetic monk.

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*** Touch of the Void goes a step further in delightfulness in the hands of an ishiken (a shugenja capable of using Void spells), largely because of two low-level (read: some builds can start with both of them using the basic chargen rules) Void spells. The first one, Drawing the Void, generates a fairly significant number of Void Points per casting, and it can go over the normal maximum (though points over the maximum fade quickly whether they're spent or not, albeit not quickly enough to prevent stacking up enormous piles of Void Points with repeated castings). The second one, Altering the Course, allows for spending more than one Void Point at a time to boost a roll. If you're spending four or more Void Points on a roll, it doesn't matter if you pass or fail the daze check from Touch of the Void, because Dazed doesn't stack and the extra boost per Void Point spent matches the Dazed penalty on the third Void Point and overwhelms it on the fourth.
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There is a Bad Fortune disadvantage that states an NPC wants to wreck your love life to have you for his/herself. These [=NPCs=] tend to be personally or politically powerful, otherwise they would not have the means to actually affect you given the average PC is a samurai. Some players consider this free points with the guarantee a useful NPC that is interested in them will show up eventually or simply have no love life for this person to ruin by playing a ascetic monk.
4th Apr '17 1:26:06 PM Filosera
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*** All ''trait'' rolls (where it's just the trait in question, nothing else), so it's no good for things like skills or spellcasting. This is still very useful in the case of the Earth Ring. With a grand total of zero skills innately based on either Stamina or Willpower (okay, there's a couple niche rolls that use them, but no skill has either as its listed linked trait), pretty much every roll using either of those two will be a trait roll, especially since they're the game's resistance stats. This gets a little more delightful for minmaxers in that Touch of the Void, mentioned in the disadvantages section, involves a Willpower trait roll. Moreover, Friend of the Elements and Touch of the Void break roughly even with each other in terms of costs, and in the case of Phoenix Shugenja -- which aren't uncommon, given that having tons of shugenja is the Phoenix Clan's big thing, and as a player they're easily the most versatile shugenja option -- it's actually a net profit in terms of available EXP.

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*** All ''trait'' rolls (where it's just the trait in question, nothing else), so it's no good for things like skills or spellcasting. This is still very useful in the case of the Earth Ring. With a grand total of zero skills innately based on either Stamina or Willpower (okay, there's a couple niche rolls that use them, but no skill has either as its listed linked trait), pretty much every roll using either of those two will be a trait roll, especially since they're the game's resistance stats. This gets a little more delightful for minmaxers in that Touch of the Void, mentioned in the disadvantages section, involves a Willpower trait roll. Moreover, Friend of the Elements and Touch of the Void break roughly even with each other in terms of costs, and in the case of Phoenix Shugenja -- which aren't uncommon, given that having tons of shugenja is the Phoenix Clan's big thing, and as a player they're easily the most versatile shugenja option -- it's actually a net profit in terms of available EXP. This goes a little further in that Phoenix Shugenja also get a discount on the advantage that gives them access to Void spells, which means having potentially ''far'' more resources than normal with which to put the Friend of the Elements/Touch of the Void combination to use.
4th Apr '17 1:21:10 PM Filosera
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Added DiffLines:

*** All ''trait'' rolls (where it's just the trait in question, nothing else), so it's no good for things like skills or spellcasting. This is still very useful in the case of the Earth Ring. With a grand total of zero skills innately based on either Stamina or Willpower (okay, there's a couple niche rolls that use them, but no skill has either as its listed linked trait), pretty much every roll using either of those two will be a trait roll, especially since they're the game's resistance stats. This gets a little more delightful for minmaxers in that Touch of the Void, mentioned in the disadvantages section, involves a Willpower trait roll. Moreover, Friend of the Elements and Touch of the Void break roughly even with each other in terms of costs, and in the case of Phoenix Shugenja -- which aren't uncommon, given that having tons of shugenja is the Phoenix Clan's big thing, and as a player they're easily the most versatile shugenja option -- it's actually a net profit in terms of available EXP.
20th Feb '17 5:57:58 PM Exxolon
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*** Weapon Specialization allowed fighters to specialize in a melee weapon to get a +1 bonus to hit and +2 damage on the weapon in exchange for giving up one of their initial four weapon proficiency slots and gave an extra attack every other round. Single handed weapons could be double specialized in for a +3/+3 bonus to hit and damage. Combine that with a decent strength score (it was usually possible to get an 18/xx exceptional strength score giving a minimum of +1/+3 to hit/damage) and every successful hit would be at least seven points of damage, enough to kill any standard one hit dice enemy 99% of the time[[note]]a one hit dice creature has one to eight hit points so only a maximum hit point creature has any chance to survive and it's only a one in eight chance with the normal choice of a longsword doing one to eight damage for this build[[/note]] and this option could (as written) be taken at first level - combining the increased damage with the better attack rate meant first level fighters could mow through enemies much faster than "vanilla" fighters. Bows were no better - at point blank range they got an extra +2 to hit and multiplied the arrow damage plus the specialization bonus by two - a sheaf arrow doing one to eight hit points of damage from a normal hit would do six to ''twenty'' damage at that range - enough to drop most one hit dice enemies and on a lucky roll all two, most three and some weaker four hit dice enemies with a single hit. Sensible [=GMs=] would bar first level fighters from taking specialization at all, only allowing its use when they gained new proficiency slots at fourth level (and seventh level for double specialization) making it still useful but less immediately overpowered.

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*** Weapon Specialization allowed fighters to specialize in a melee weapon to get a +1 bonus to hit and +2 damage on the weapon in exchange for giving up one of their initial four weapon proficiency slots and gave an extra attack every other round. Single handed weapons could be double specialized in for a +3/+3 bonus to hit and damage. Combine that with a decent strength score (it was usually possible to get an 18/xx exceptional strength score giving a minimum of +1/+3 to hit/damage) and every successful hit would be at least seven points of damage, enough to kill any standard one hit dice enemy 99% of the time[[note]]a one hit dice creature has one to eight hit points so only a maximum hit point creature has any chance to survive and it's only a one in eight chance with the normal choice of a longsword doing one to eight damage for this build[[/note]] and this option could (as written) be taken at first level - combining the increased damage with the better attack rate meant first level fighters could mow through enemies much faster than "vanilla" fighters. Bows were no better - at point blank range they got an extra +2 to hit and multiplied the arrow damage plus the specialization bonus by two - a sheaf arrow doing one to eight hit points of damage from a normal hit would do six to ''twenty'' damage at that range - enough to drop most one hit dice enemies and on a lucky roll all two, most three and some weaker four hit dice enemies with a single hit.hit - and you got two shots every combat round. A first level character with decent dexterity and strength scores and a strength adjusted bow (that allows you to add your strength bonuses to hit and damage as well as your dexterity bonus to hit) could be absurdly overpowered as long as they weren't forced into melee combat with a theoretical maximum damage output of over 50hp/combat round, enough to drop any creature of six hit dice or below regardless of hit points and enough to take out an average ''eleven'' hit dice creature such as a fire giant in a single round. Sensible [=GMs=] would bar first level fighters from taking specialization at all, only allowing its use when they gained new proficiency slots at fourth level (and seventh level for double specialization) making it still useful but less immediately overpowered.
20th Feb '17 1:12:48 PM Exxolon
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*** Weapon Specialization allowed fighters to specialize in a melee weapon to get a +1 bonus to hit and +2 damage on the weapon in exchange for giving up one of their initial four weapon proficiency slots and gave an extra attack every other round. Single handed weapons could be double specialized in for a +3/+3 bonus to hit and damage. Combine that with a decent strength score (it was usually possible to get an 18/xx exceptional strength score giving a minimum of +1/+3 to hit/damage) and every successful hit would be at least seven points of damage, enough to kill any standard one hit dice enemy 99% of the time[[note]]a one hit dice creature has one to eight hit points so only a maximum hit point creature has any chance to survive and it's only a one in eight chance with the normal choice of a longsword doing one to eight damage for this build[[/note]] and this option could (as written) be taken at first level - combining the increased damage with the better attack rate meant first level fighters could mow through enemies much faster than "vanilla" fighters. Bows were no better - at point blank range they got an extra +2 to hit and multiplied the arrow damage plus the specialization bonus by two - a sheaf arrow doing one to eight hit points of damage from a normal hit would do six to ''eighteen'' damage at that range - enough to drop most one hit dice enemies and on a lucky roll all two and most three hit dice enemies. Sensible [=GMs=] would bar first level fighters from taking specialization at all, only allowing its use when they gained new proficiency slots at fourth level (and seventh level for double specialization) making it still useful but less immediately overpowered.

to:

*** Weapon Specialization allowed fighters to specialize in a melee weapon to get a +1 bonus to hit and +2 damage on the weapon in exchange for giving up one of their initial four weapon proficiency slots and gave an extra attack every other round. Single handed weapons could be double specialized in for a +3/+3 bonus to hit and damage. Combine that with a decent strength score (it was usually possible to get an 18/xx exceptional strength score giving a minimum of +1/+3 to hit/damage) and every successful hit would be at least seven points of damage, enough to kill any standard one hit dice enemy 99% of the time[[note]]a one hit dice creature has one to eight hit points so only a maximum hit point creature has any chance to survive and it's only a one in eight chance with the normal choice of a longsword doing one to eight damage for this build[[/note]] and this option could (as written) be taken at first level - combining the increased damage with the better attack rate meant first level fighters could mow through enemies much faster than "vanilla" fighters. Bows were no better - at point blank range they got an extra +2 to hit and multiplied the arrow damage plus the specialization bonus by two - a sheaf arrow doing one to eight hit points of damage from a normal hit would do six to ''eighteen'' ''twenty'' damage at that range - enough to drop most one hit dice enemies and on a lucky roll all two and two, most three and some weaker four hit dice enemies.enemies with a single hit. Sensible [=GMs=] would bar first level fighters from taking specialization at all, only allowing its use when they gained new proficiency slots at fourth level (and seventh level for double specialization) making it still useful but less immediately overpowered.
19th Feb '17 10:02:15 AM Exxolon
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* In ''VideoGame/MasterOfOrion'' 2: Battle at Antares you had the trait picks: creative (get every tech at each tech level instead of only picking one, this logarithmically makes you more powerful if you remember to stop improving planets and make ships at some point) as well as the Unification government that grants a flat 50% bonus to food and production. Klackons (who naturally have Unification) are balanced because they are '''un'''creative and get a random tech instead of choosing one, a custom race can take both advantages for 15 points, leaving 'em 5 to get some more advantages. Theortically you could decide not to get max flaws instead, but since creative will let you fix most/all disadvantages in midgame at no extra cost you SHOULD get as many flaws as you can get for "free" advantages.

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* In ''VideoGame/MasterOfOrion'' ''VideoGame/MasterOfOrion 2: Battle at Antares Antares'' you had the trait picks: creative (get every tech at each tech level instead of only picking one, this logarithmically makes you more powerful if you remember to stop improving planets and make ships at some point) as well as the Unification government that grants a flat 50% bonus to food and production. Klackons (who naturally have Unification) are balanced because they are '''un'''creative and get a random tech instead of choosing one, a custom race can take both advantages for 15 points, leaving 'em 5 to get some more advantages. Theortically you could decide not to get max flaws instead, but since creative will let you fix most/all disadvantages in midgame at no extra cost you SHOULD get as many flaws as you can get for "free" advantages.
19th Feb '17 10:01:56 AM Exxolon
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* In VideoGame/MasterOfOrion 2: Battle at Antares you had the trait picks: creative (get every tech at each tech level instead of only picking one, this logarithmically makes you more powerful if you remember to stop improving planets and make ships at some point) as well as the Unification government that grants a flat 50% bonus to food and production. Klackons (who naturally have Unification) are balanced because they are '''un'''creative and get a random tech instead of choosing one, a custom race can take both advantages for 15 points, leaving 'em 5 to get some more advantages. Theortically you could decide not to get max flaws instead, but since creative will let you fix most/all disadvantages in midgame at no extra cost you SHOULD get as many flaws as you can get for "free" advantages.

to:

* In VideoGame/MasterOfOrion ''VideoGame/MasterOfOrion'' 2: Battle at Antares you had the trait picks: creative (get every tech at each tech level instead of only picking one, this logarithmically makes you more powerful if you remember to stop improving planets and make ships at some point) as well as the Unification government that grants a flat 50% bonus to food and production. Klackons (who naturally have Unification) are balanced because they are '''un'''creative and get a random tech instead of choosing one, a custom race can take both advantages for 15 points, leaving 'em 5 to get some more advantages. Theortically you could decide not to get max flaws instead, but since creative will let you fix most/all disadvantages in midgame at no extra cost you SHOULD get as many flaws as you can get for "free" advantages.
19th Feb '17 9:59:58 AM Exxolon
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* Stagger Lock weapons in ''[[VideoGame/FinalFantasyXIII]]''. They have higher than average stats in both Strength and Magic, but can't stagger enemies on their own. Fortunately, the other characters ''can'' stagger enemies. Plus the weapons can all synthesize the Random: Instant Chain skill. Most people usually give one to their main Commando, i.e. Fang or Snow, since they'll almost never stagger an enemy anyways and will always benefit from the damage boost.

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* Stagger Lock weapons in ''[[VideoGame/FinalFantasyXIII]]''.''VideoGame/FinalFantasyXIII''. They have higher than average stats in both Strength and Magic, but can't stagger enemies on their own. Fortunately, the other characters ''can'' stagger enemies. Plus the weapons can all synthesize the Random: Instant Chain skill. Most people usually give one to their main Commando, i.e. Fang or Snow, since they'll almost never stagger an enemy anyways and will always benefit from the damage boost.
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