History Main / TheComputerIsALyingBastard

16th Feb '17 6:50:24 PM Benthelame
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* ''VideoGame/DarkCloud'' has Dran. As a reward for freeing him from the Dark Genie's influence he teaches you a new move. Due to the carelessness of the translators or developers or both he tells you to press the wrong button to use it.
22nd Jan '17 3:16:57 PM IndigoBook
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* ''VideoGame/{{DragonAgeInquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.

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* ''VideoGame/{{DragonAgeInquisition}}'' ''VideoGame/{{Dragon Age Inquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.
22nd Jan '17 3:16:27 PM IndigoBook
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* ''VideoGame/{{DragonAge:Inquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.

to:

* ''VideoGame/{{DragonAge:Inquisition}}'' ''VideoGame/{{DragonAgeInquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.
22nd Jan '17 3:16:04 PM IndigoBook
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* ''VideoGame/{{Dragon Age: Inquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.

to:

* ''VideoGame/{{Dragon Age: Inquisition}}'' ''VideoGame/{{DragonAge:Inquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.
22nd Jan '17 3:14:35 PM IndigoBook
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* ''VideoGame/{{Dragon Age: Inquisition}}'' repeatedly informs you that magical barriers can only be destroyed by a spell of the opposite element. Not only can you destroy any barrier with any magic, even of the same element, but you can take them out with a single Explosive Shot, a rogue ability involving no magic whatsoever.
3rd Jan '17 6:53:51 PM LucaEarlgrey
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* The weapons' attack stats in ''VideoGame/MonsterHunter''. To make a [[http://www.gamefaqs.com/boards/762804-monster-hunter-4-ultimate/71419688 long story]] short: Traditionally, the displayed attack values of weapons are actually their "true attack" values ([[GuideDangIt not shown in-game]]) multiplied by arbitrary values specific to each weapon class (also not shown in-game), and thus are not actually used in damage calculations. ''Generations'' fixes this by just showing each weapon's true attack power and as such all weapons of a given rarity are roughly equal in terms of on-screen attack stats, so while you still need to figure out each attack's "motion value" (an attack-specific multiplier that is applied to your weapon's true attack), at least the game no longer tricks you into thinking that your "1000"-attack Hammer inflicts way more damage per second than weapons of different classes in the same tier.

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* The weapons' attack stats in ''VideoGame/MonsterHunter''. To make a [[http://www.gamefaqs.com/boards/762804-monster-hunter-4-ultimate/71419688 long story]] short: Traditionally, the displayed attack values of weapons are actually their "true attack" values ([[GuideDangIt not shown in-game]]) multiplied by arbitrary values specific to each weapon class (also not shown in-game), and thus are not actually used in damage calculations. ''Generations'' \\
\\
''Monster Hunter Generations''
fixes this by just showing each weapon's true attack power and as such all weapons of a given rarity are roughly equal in terms of on-screen attack stats, so while you still need to figure out each attack's "motion value" (an attack-specific multiplier that is applied to your weapon's true attack), at least the game no longer tricks you into thinking that your "1000"-attack Hammer inflicts way more damage per second than weapons of different classes in the same tier.
3rd Jan '17 6:52:44 PM LucaEarlgrey
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* The weapons' attack stats in ''VideoGame/MonsterHunter''. To make a [[http://www.gamefaqs.com/boards/762804-monster-hunter-4-ultimate/71419688 long story]] short: Traditionally, the displayed attack values of weapons are actually their "true attack" values ([[GuideDangIt not shown in-game]]) multiplied by arbitrary values specific to each weapon class (also not shown in-game), and thus are not actually used in damage calculations. ''Generations'' fixes this by just showing each weapon's true attack power and as such all weapons of a given rarity are roughly equal in terms of on-screen attack stats, so while you still need to figure out each attack's "motion value" (an attack-specific multiplier that is applied to your weapon's true attack), at least the game no longer tricks you into thinking that your "1000"-attack Hammer inflicts way more damage per second than weapons of different classes in the same tier.
1st Dec '16 9:45:56 PM thatother1dude
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** ''VideoGame/DarkSoulsIII'' describes Poise as "The ability to withstand attacks without breaking form", which is a pretty severe overstatement. Only certain attacks with a relatively small number of weapon ([[GuideDangIt you'll have to look up or guess which]]) are at all capable of taking hits without being interrupted. Poise makes those attacks even harder to interrupt, but doesn't affect any other or work when you're not attacking.

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** ''VideoGame/DarkSoulsIII'' describes Poise as "The ability to withstand attacks without breaking form", which is a pretty severe overstatement. Only certain attacks with a relatively small number of weapon ([[GuideDangIt you'll have to look up or guess which]]) are at all capable of taking hits without being interrupted. Poise makes those attacks even harder to interrupt, but doesn't affect has no effect on other attacks or any other or work when you're not attacking.kind of action.
25th Nov '16 7:30:50 PM ArcaneAzmadi
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** The description for the Gargoyle's Halberd goes out of its way to emphasise that it's a "Perfectly standard bronze halberd without any special power." It's flat-out lying. Equipping it actually gives you a small but useful bonus to your bleed, poison and toxic resistances. However it ''does'' come across as somewhat of a SuspiciouslySpecificDenial since very few weapons, even plain ones like the Longsword, are so emphatic about their normalness, so it may just be attempting to bait you into experimenting with it. However the effect is [[GuideDangIt extremely subtle and confusing]] so unless you ''know'' what it's doing you're quite likely to not even notice.
20th Nov '16 8:56:27 AM thatother1dude
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** ''VideoGame/DarkSoulsIII'' lists armor as giving Poise even though the stat ''[[DumpStat does nothing]]'' [[DummiedOut in the released game]], with hitstun resistant coming entirely from weapons themselves.

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** ''VideoGame/DarkSoulsIII'' lists armor as giving describes Poise as "The ability to withstand attacks without breaking form", which is a pretty severe overstatement. Only certain attacks with a relatively small number of weapon ([[GuideDangIt you'll have to look up or guess which]]) are at all capable of taking hits without being interrupted. Poise makes those attacks even though the stat ''[[DumpStat does nothing]]'' [[DummiedOut in the released game]], with hitstun resistant coming entirely from weapons themselves.harder to interrupt, but doesn't affect any other or work when you're not attacking.
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