History Main / MinmaxersDelight

27th Apr '16 6:53:21 PM Clarste
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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 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 '''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.
17th Apr '16 10:29:08 AM thatother1dude
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** 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, 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).

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** 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, 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 with [[{{Nerf}} half the damage boost, no stamina regeneration boost, and twice the rate of health drain]].
17th Apr '16 10:23:27 AM thatother1dude
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** Havel's Ring for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not focused entirely on magic have Havel's Ring on for most of their playthrough. Future installments in the series nerfed the amount increased to 10-20% (though partially because both allow two rings instead of four), on top of making armor itself less powerful.
** 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 health draining]] at a slow, manageable rate. 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).

to:

** Havel's Ring for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not focused entirely on magic have Havel's Ring on for most of their playthrough. Future installments in the series nerfed the amount increased to 10-20% (though partially because both allow two rings instead of four), on top of making armor itself less powerful.
** 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 draining]] at a slow, bar]] over the duration, which is pretty manageable rate.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).
17th Apr '16 10:19:33 AM thatother1dude
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* Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not focused entirely on magic have Havel's Ring on for most of their playthrough.

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* ''VideoGame/DarkSoulsI'':
**
Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not focused entirely on magic have Havel's Ring on for most of their playthrough. Future installments in the series nerfed the amount increased to 10-20% (though partially because both allow two rings instead of four), on top of making armor itself less powerful.
** 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 health draining]] at a slow, manageable rate. 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).
10th Apr '16 8:17:49 AM Discar
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----
''...I said a tip, top,\\
The tippy, the tippy\\
To the tip-tip top, your stats pop\\
You're gonna rock a\\
Bang bang to [[DumpStat CHA]]\\
So up jumps your STA\\
So every monster you can beat!''

to:

----
''...I said a tip, top,\\
The tippy, the tippy\\
To the tip-tip top, your stats pop\\
You're gonna rock a\\
Bang bang to [[DumpStat CHA]]\\
So up jumps your STA\\
So every monster you can beat!''
----
10th Apr '16 8:17:31 AM Discar
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-->'''Webcomic/TheOrderOfTheStick''', [[http://www.giantitp.com/comics/oots0354.html #354]]

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-->'''Webcomic/TheOrderOfTheStick''', -->-- '''Webcomic/TheOrderOfTheStick''', [[http://www.giantitp.com/comics/oots0354.html #354]]
2nd Apr '16 12:40:57 PM VeryMelon
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** Ballistic Weave is an armor modification that gives a rather large ballistic and energy defense boost. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting defenses only surpassed by wearing Power Armor.

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** *** Ballistic Weave is an armor modification that gives a rather large ballistic and energy defense boost. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting defenses only surpassed by wearing Power Armor.
2nd Apr '16 12:40:19 PM VeryMelon
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** IdiotSavant in ''VideoGame/{{Fallout 4}}'' randomly [[ExperienceBooster gives a massive EXP boost]] that becomes more likely the lower your Intelligence is. [[https://www.reddit.com/r/fo4/comments/3siw35/i_tested_intelligence_idiot_savant_and_experience/ If you do the math]], the gain from the perk is enormous with even a moderate Intelligence and ''always'' bigger than what you'd get by increasing Intelligence (which is the game's "normal" ExperienceBooster). And, because of the way EXP costs increase each level, even a max Int character will ''eventually'' recoup their losses from spending a level on the perk.

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** IdiotSavant in ''VideoGame/{{Fallout 4}}'' 4}}'':
*** The IdiotSavant perk
randomly [[ExperienceBooster gives a massive EXP boost]] that becomes more likely the lower your Intelligence is. [[https://www.reddit.com/r/fo4/comments/3siw35/i_tested_intelligence_idiot_savant_and_experience/ If you do the math]], the gain from the perk is enormous with even a moderate Intelligence and ''always'' bigger than what you'd get by increasing Intelligence (which is the game's "normal" ExperienceBooster). And, because of the way EXP costs increase each level, even a max Int character will ''eventually'' recoup their losses from spending a level on the perk.perk.
** Ballistic Weave is an armor modification that gives a rather large ballistic and energy defense boost. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting defenses only surpassed by wearing Power Armor.
27th Mar '16 8:45:13 AM thatother1dude
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* Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not using magic have Havel's Ring on for most of their playthrough.

to:

* Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not using focused entirely on magic have Havel's Ring on for most of their playthrough.
27th Mar '16 8:43:52 AM thatother1dude
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* Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not using magic have Havel's Ring on for most of their playthrough.

to:

* Havel's Ring in ''VideoGame/DarkSoulsI'' for anyone that isn't purely a mage. It increases equipment load by 50%, which is equivalent to at least 20 levels of Endurance (more if your Endurance is high, [[OneStatToRuleThemAll which it usually will be]]) in a game where each level gives one stat point and most people get to the endgame at level 80. This is tremendously useful, because it lets you get better protection from armor in terms of damage and [[ImmuneToFlinching hitstun resistance]] without losing mobility or vice-versa. Most of the other rings not affecting magic have effects that are much more situational (like increasing a single defense by an amount heavier armor would almost cover for all types) or have significant drawbacks (like the Ring of Favor and protection, which boosts several stats but is LostForever if you take it off). Because of this and its early availability, the majority of players not using magic have Havel's Ring on for most of their playthrough.
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