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Guy923

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Posts posted by Guy923


  1. 9 hours ago, Rynjin said:

    1.) No, it's a trap. Damage dice are, generally speaking, meaningless. Most of your static bonuses are going to come from a high Str, Power Attack, and stuff like that. Say you're going with the Nine Ring. You have 1d8 damage (average 4.5), and you have at level 20 a solid 30 Str (you'd probably have a good bit more than that at 30, but for simplicity's sake). You have a +5 weapon and Power Attack. Let's assume the unarmed Monk has the same Str (30), same Amulet of Mighty Fists (+5, even though it costs double the other so in fairness the other weapon should have a +2 weapon property of some kind on it), and also Power Attack.

     

    Nine Ring Monk: 1d8 base damage dice (4.5 damage) + 15 Str (10 modifier, multiplied by 1.5 for two-handing) + 18 Power Attack (-6 attack, +12 damage as the base, the 12 is multiplied by 1.5 for 18 because 2H) +5 sword = 42 damage per swing (all fractional damage rounds down)

     

    Unarmed Monk: 2d10 base damage dice (11 average damage) + 10 Str + 12 Power Attack +5 Amulet = 38 damage a swing.

     

    So, 4 point damage difference...before figuring out everything else that goes into a Damage Per Round calculation (crit rate, crit multiplier, accuracy). Since the Nine Ring has a higher Multiplier, its damage rips ahead of the fists even more. The Temple sword likewise.

     

    This fluctuates a bit among the levels, generally speaking the Monk will be even, or ahead by 1 or 2 points of raw damage at the exact levels it gains a new Unarmed Strike dice bonus, but that's not factoring in the other things I mentioned earlier.

     

    2.) That is a basic rule of the game. Two-Handed weapons and One-Handed weapon wielded in both hands gain 1.5x Str (and Power Attack) to damage bonus when you attack. The regular Monk has a clause that says that no matter WHAT weapon it wields it gets 1x Str to damage, so weapon wielding Monks are unarmed Monks are more (but mot entirely) even in that arena. The Unchained Monk purposefully left out that clause.

     

    Also if you want I can look into some aforementioned shenanigans to see if I can get you the Double Walking Stick Katana in a Flurry.

     

    Ooooh, okay. This is really good to know. I'm going with a Sansetsukon and maybe a nine ring if I can pick one up later. I think I'll be fine without the double walking stick katana even though it's pretty cool, thanks for the advice yo.


  2. I was gonna do this but I realized it's not a monk weapon for some reason ;_; it's so cool too

     

    I'll probably go with a bo staff or a nine ring. Maybe a temple sword. Also two more questions:

     

    1) Wouldn't unarmed be better eventually because of the damage scaling later on?

     

    2) What's the 1.5 STR modifier on flurry of blows for weapons from? Didn't see it in the flurry of blows desc


  3. 1 minute ago, Rynjin said:

     

    Well, by default unarmed strikes have a worse critical rate (20/x2 vs x3, or 19-20/x2, etc.), and require an Amulet of Might Fists for enhancements (so if you want "+1 Fists" you have to pay twice as much money for them as for a weapon, and cannot wear an Amulet of Natural Armor, an extra +1-+5 AC the game EXPECTS YOU TO HAVE on a class that already can't wear armor).

     

    And then the Unchained Monk in particular gets 1.5x Str to damage on a Flurry with a weapon...but not fists. You need to spend Feats on Dragon Style (locking you out of the other Style feats you would need to be competitive damage-wise like Pummeling Style).

     

    Add on a bunch of enemies that hurt people that attack with Unarmed Strikes or Natural Attacks like some Oozes, and getting access to abilities that overcome Damage Reduction much later, and punching people is complete shit.

     

    Doesn't stop it from being my favorite fighting style, but it objectively sucks ass. And it pisses me off when people on the forums are like "But yo they can't be disarmed or Sundered and you don't have to draw them" like that makes up for the other downsides, but that's off-topic.

     

    TL;DR: Costs more, requires more Feats, is more dangerous, and STILL sucks comparatively once you have done all of those things.

     

    If you want to use Unarmed Strikes, Crossbows, or Thrown weapons, be prepared for an uphill battle.

    So what're the suggestions for a decent weapon? Temple sword/Sai/Shortsword?


  4. 22 hours ago, Rynjin said:

    My only real gripes about them are making some always on abilities (like immunity to poison) an activated ability instead, loss of the good Will save, and the fact that weapons are ALWAYS miles and away better than using your fists.

     

    But they make really sweet Wuxia heroes with temple swords and jian and whatnot.

    What's the deal with this? I'm still not too familiar with pathfinder mechanics so I'm curious as to why weapons in general are better than punching shit

     

    Granted punching shit only gives you badass points


  5. 3 hours ago, Stackbabbin' Bumscags said:

    In more news of "I don't know why this is happening" and "Bad ships", apparently people are shipping Reaper and 76, because they can.
    Makes no sense to me.

    76 and reaper canonically know each other, they kinda hated each other during ovw days


  6. move peasants, man who has played since day 2 of the closed beta moving through

     

    Thoughts on general balance in the game: bar a few maps and like 2 underpowered heroes, everything's pretty good. Game balance is in a good spot.

    thoughts on every hero enclosed

     

    Offense Class in general: It's offense. Not much to say. You need like one or two of these in every lineup at the very least if you want to do well.

     

    Genji: My personal favorite hero and I'm not gonna be humble, I kick ass with this guy. One of the offense heroes with the strongest kits in the hands of a good player, his ultimate can absolutely demolish people in a lot of circumstances. Generally good but depends a lot on the player skill. A very good Genji can be more annoying than the best of tracers because reflect and dash make him far more mobile and survivable, and dragonblade can wipe teams.

     

    McCree: The hard counter to every flanker in the game. For the people with a deep hatred for Tracers who wish to watch the entirety of the Tracer main population be thrown into a volcano. Demolishes anyone in short range assuming he's got flashbang up, reasonably good at midrange, garbo at long range (as he should be). High noon is an excellent ultimate overall and flexible. I'd rate him slightly better on defense than on attack though due to the nature of a lot of maps.

     

    Pharah: Another very solid overall hero, absolutely shits out damage and trades cover for superior positioning. She's soldier with a jetpack and a great ultimate. Pretty simple.

     

    Reaper: His name is not important. Probably one of the weaker flankers/offense in general due to his lack of mobility*, but what he lacks in combat mobility he makes up with obscene firepower at close ranges. He can decimate tanks and get behind backlines very easily, and can be quite survivable and self sustainable by eating fucking souls and healthpacks.

     

    *He lacks mobility in active combat, but has the ability to get around more easily by teleporting. You can get around sure, but you can't get do that in general during combat as easily as other classes like S76, Pharah, Tracer, and Genji.

     

    Soldier 76: Jack of all trades, master of...some? Strong at medium range and longer ranges, his heal is useful, he's just kind of good. Generally good against most heroes, especially good against Tracers and Pharahs.

     

    Tracer: Scout but on steroids. Extremely mobile, extremely survivable, a shark in most senses of the word. Stop moving for a second and you will get fucking trounced because you're made of tissue paper. Eats squishies for breakfast. Can unaware tanks. Pulse-bomb is hard to use extremely effectively but good overall.

     

    Defense Class in general: It's not really much of a defense class honestly. It's more like "Miscellaneous heroes which are all kind of situational but still good and do random shit that we decided to stick into defense. Except for Bastion and Tobjorn. They're actual defense." A mishmash swiss army knife kind of set of classes that can accomplish a lot.

     

    Bastion: Ahem. Bastion sucks. Well maybe not sucks, but he's not OP like literally everyone says he is (in my opinion). Unless you have a Reinhardt sitting on top of him he's not that good. Grab a Genji, a Tracer, a Widow, a Roadhog, or a ton of other heroes that can just kind of shoot him. I will give him that he's absurdly good on stupid capture maps like Volsakaya and Hanamura, but that's about it. Lacks mobility (duh) and survivability but can shit out damage. Also has an 80% to get a potg.

     

    Addendum: Hahahahahahahaha How The Fuck Is Bastion Real Hahahahaha Nigga Just Walk Away From The Screen Like Nigga Just Play Genji and Press E Haha

     

    Hanzo: Sniper class for people who like RNG in their sniping. Isn't that consistent but depends on the player. A good Hanzo will tear you a new asshole. See: Huntsman Sniper.

     

    Junkrat: One of the more consistent defense heroes, does obscene amounts of damage and is a good counter to heavily shield reliant heroes (Reinhardt, Winston basically). Spam down a closed hallway for area denial and a million damage because his grenades do stupidly high damage. Riptire isn't the best ultimate but ti's good enough, you can get it quite often considering the obscene damage you do so trading a tire for a kill is pretty decent for how often it comes up.

     

    Mei: Awful to play against. Being frozen sucks. Only really beaten by McCree and good Reapers at close range. Thank god they nerfed icicle damage so I don't die from across the map to random icicle spam

     

    Tobjorn: Fuck flankers V 2.0. Makes the lives of Tracers and Genjis everywhere living hell. Useless on attack 85% of the time, not the best on defense 50% of the time due to how weak turrets are without his ultimate up. Provides some decent utility and area denial though. He's okay.

     

    Widowmaker: Man fuck snipers. She's a fucking sniper, the hell do you need. She shoots you from far away with her sniper rifle.That's literally it.

     

    Support class in general: In a really weird spot right now seeing as one of the supports isn't...really a support? More of a defense hero. One of the other 3 is underpowered, so there's really only 2 reliable healers in the game. Game needs another healer and Zen buffed honestly.

      
    Lucio: The best support, hands down. Probably always will be with the way the game is designed. Absolutely braindead beyond his ultimate. An ounce of prevention is worth a pound of cure, so naturally sound barrier is one of the best ultimates for breaking into capture points or trying to defend them. Why rez your teammates when you can make sure they don't die in the first place?

     

    Also looks like someone who should've been in a Jet Set Radio game.

     

    Mercy: The medic but she can fly and bring people back from the dead. Not as good as Lucio but still pretty good. Superior if you want to pocket someone, but far more difficult to play well and be a good healer since you have to prioritize targets to heal rather than just pressing E and healing everyone for a gorillion health. Rez is good, a large rez can help you keep momentum on a push or stop one.

     

    Symmetra: Not... really a support class in the sense of a healer. If you have one you will need another support. That being said, she's pretty good at defense in general, and an extra 25 shields on everyone helps take a bit of the stress off your healer since shields regen, and makes everyone more generally survivable. Teleporters are very good for holding down points since people will always inevitably die.

     

    Zenyatta: Poor Zenyatta. Not as strong of a single person healer as Mercy, can't slap an orb on backliners anymore and send them on their merry ways, can't heal everyone without blowing his ultimate anymore. He's not in a great spot, you trade AOE healing and stronger single person healing/damage boost for your own increased DPS and Discord orb. 50% extra damage on a target is nice but they can just not be within line of sight for a few seconds and suddenly whoosh orb gone. He's still got the highest damage output of any support but that's not saying a whole lot. He's made of wet tissue paper so it's hard to use it effectively. His ultimate is also just kind of worse than both res and sound barrier, sound barrier is much better for breaking into bases and can shield a lot more than transcendence can heal. He needs something, what though I'm not too sure.

     

    General thoughts on Tanks: Surprisingly diverse playstyle class, there's a little something for everyone in here. From the humble shieldbearer Reinhardt, to the wannabe-offense D.va. Need one (or maybe 2) on a team if you wanna get anywhere.

     

    D.va: She's kind of a tank in the sense that she can eat a lot of damage, but her kit is naturally more oriented for backlining. A backliner tank is weird but... not terrible. She has solid damage potential at close ranges, a great ultimate for zoning, but she can fulfill the "Make sure your teammates don't fucking die" role well enough if needs be.

     

    Reindhardt: "Don't worry my friends! I am your shield!" Good on every team, good on every map, you can't ever go wrong with a Reinhardt. A simple but strong ultimate, and a very strong shield with massive general utility and just generally good for making sure people don't die. Also #1 candidate for best Overwatch dad.

     

    Roadhog: The secondary contender for "Tanks for people who like offense." but it all depends on whether or not you can land/time hooks. In general being hooked by a competent Roadhog just means you're dead unless you're another Tank. Even then, chances are you'll get chunked of basically all of your health. The most self sustainable of all the tanks and generally the most independently acting. Can't really aid his teammates in any way other than facetanking all the damage because he's a massive fat guy (aka free ultimate charge if you shoot at him)

     

    Winston: Monkey that jumps around a lot. Good defensively, good for fucking with the enemy... kind of. Excellent against backliners like Tracer and Genji but sucks against Reaper. Eats Widowmakers for breakfast. Ultimate is great utility. Definitely a big team player if you have one on your team if played well.

     

    Zarya: High damage potential, very high utility with her ultimate and shields, flexible but not quite as flexible as Reinhardt. Also the squishiest of any tank without her shield, so a good knowledge of how aggressive to play is very key. Preserving your energy by not dying is very important. 

     

     

    Overall the game is very good and well balanced, needs some minor tweaks but I have a lot of faith in blizzard to make this work.

     


  7. playing this kusoge again. it's pretty alright, dusting all of naxx is actually pretty good since it gives you a ton of dust to work with, and the game gives you like 13 packs. Been playing c'thun priest and control priest, trying out New Age Miracle Rogue. S'okay

     

    y-you wanna buy a funnel cake?


  8. 4 hours ago, BrobyDDark said:

    OK, can anyone explain to me the appeal of Sakamoto? Everything I've heard about it points to the main character being a Gary Stu with no flaws. Is that true? Is there more to it than that?

    Yes. It's true. Sakamoto is so absurdly over the top and stupid that's the appeal. The main character is literally perfect to the point where it's completely overblown and exaggerated while the characters trying to fuck with him are seen as incompetent and ridiculously dumb. It's good.

     

    1) Aikatsu Stars was good.

     

    ezbygv.jpg

     

    2) Soon finishing the fate route of f/sn. It's been interesting.

     


  9. removing that one tracer pose is

     

    an okay decision. OP of the thread that everyone flames on made a reasonable argument that the development team deemed... well reasonable. People are blowing this way out of proportion or are getting involved without knowing the situation and it's really stupid.

     

    Personally at the end of the day I don't care if they keep it or can it but holy shit people need to stow it

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