Tuesday, September 30, 2014

Summoner's War: All Possible Runes and stat combos

There are quite a few sets of runes to chose from, so often times it can be hard to get a grasp of what would be best for which situation. 

Listed below is not a complete list.  I am still compiling all of the possible buff types for each slot, which is going to take lots of time and trial and error.

All of the following information can be found on the Wiki, but I just like to jot it down somewhere that I will always have access to, and that I have write access to.

All runes follow the following chart:

Rune Slot
Options
1
ATK (+number)
2
ATK, ATK (%), DEF, DEF (%), HP, HP (%), Spd
3
DEF (+number)
4
ATK, ATK (%), DEF, DEF (%), HP, HP (%), Crit Rate (%), Crit Dmg (%)
5
HP (+number)
6
ATK, ATK (%), DEF, DEF (%), HP, HP (%), Effect RES (%), Effect ACC (%) 

Name
# for set
Effect
Energy
2
Max HP +15%
Fatal
4
ATK +30%
Blade
2
Crit Rate +12%
Rage
4
Crit Dmg +40%
Swift
4
SPD + 25%
Focus
2
ACC +20%
Guardian
2
DEF +15%
Endure
2
RES +20%
Violent
4
extra turn 20% chance
Despair
4
Stun chance +25%
Vampire
4
35% hp regain from attack damage


Summoner's War: Garuda, Which element: Light/Water or Wind?

The Garuda is a support class monster with a mean #1 stun skill, but there are three different kinds of Garudas.

Fire/Dark: have a skill #2 that does DoT 100% chance (can still be resisted though)
Light/Water: have a skill #2 that gives target ally a full attack bar and a attack power buff
Wind: have a skill #2 that stuns 100% (can still be resisted)

I am sure that the fire/dark versions could be quite useful in a debuff focused team build, but right now I am interested in doing a comparison between the skills for Light/Water and Wind.

Note:  I do not know if Light and Water have the same Awakened skill.  Will need to look it up and come back to update this post.


Wind has 3 attack skills, and all of them are focused around stun. 

Skill #
Description
1
attack with 24-64% chance to stun
2
Stun target enemy
3
Stun Target enemy


Light has 1 attack skill, 1 strategic skill, and 1 revive/team heal skill. 

Skill #
Description
1
attack with 24-64% chance to stun
2
target ally 100% attack bar and increased attack power (4-2 turn)
3
revive target ally and heal team for 20-50% max hp (7-5 turn)

Water has 1 attack skill, 1 strategic skill, and 1 revive/team heal skill. 

Skill #
Description
1
attack with 24-64% chance to stun
2
target ally 100% attack bar and increased attack power (4-2 turn)
3
Remove all debuffs from allies and heal team for 15-45% max hp (5-3 turn)


Which is more useful?  My answer is: Situational.  Wind = mostly PvE whereas Light = mostly PvP

Wind seems to be a more useful PvE boss hunter as the perpetual stunning can really make it a whole lot easier to kill higher leveled bosses.  Wind might also be useful in PvP, but that is hard to say as people are aware that stun and sleep are wonderful debuffs, so their mobs might have buffed up resistance.

Light seems to be a great PvP mob.  The ability to chose another team member to attack again will be extremely important for taking down a mob early on.  Since PvP is only a max of 4 mobs with no reinforcements, taking out a damage source or healing source early will greatly increase the chances of getting the "W".


11/3/14: UPDATE

After review, the wind garuda is not very good against bosses.  Most bosses have stun resistance, which means that monsters main claim to "fame" is worthless. *feeds wind version to light version*

Water and Light are both very good choices though.  Both have the same #1 and #2 skills, but their #3 skills are very similar and very good.  The water garuda will be very useful for debuff removal and for very quick 45% max hp heals.  The light garuda will be very useful for the revive and the 50% max hp heals to recover from a sudden nuke on one of my monsters.  The #3 skill for Light can also be used without a dead ally to just recover the 50% hp.

What does this update mean?  It means I have a water and a light garuda.  Each still need to be raised to 4* and max leveled to check out their true effectiveness, but I believe in good things with them.

Summoner's War: Howl or Fairy as Support?

There may be better healer/support class monsters, but currently those are the easiest to find as well as level up their skill levels.


The Howl skills focus on attacks that increase the monster's own attack bar, so that their turn comes quicker, and a targeted heal that also heals itself based on a percentage of the max HP for both monsters.  All howls of all elements have very similar skills so any may be chosen.  The max heal % that can be achieved is 45% for the heal skill.  Currently my research does not tell me how much the awakened skill can heal for, but only water and light have an awakened heal, whereas other elements have a combination of dispel and heal or dispel and attack.  From what I have looked at, I believe the water howl has the awakened skill of dispel and heal for both target ally and self, and most people on the forums seem to agree this is the best Howl, so I will use that Howl to compare to Fairy.

The Fairy skills focus on an attack with either freeze or stun and a targeted heal that is based off of the Fairy's attack stat.  Only wind, water, and light elements have a secondary heal, as dark and fire have a stun as their secondary skill.  The awakened skill for wind, water, and light are all different, so they should all be analyzed and given a fair chance.

Awakened skills chart below:

ElementSkill
Wind Attack - +30% dmg for each debuff on target
Water Sleep for 2 turns. Target wakes up if attacked.
Light Holy Shield - not fully sure, but I am lead to believe this is damage absorption

Now it seems fairly obvious to me that the Wind Fairy is not full support like the other two.  It will probably be very useful for a team centered around debuffs and skills that increase their dmg the more debuffs there are on the target, but the fairy isn't really focused for attack.

Now let us look at a comparison between the water and light elemental Fairies, and let us chose which one we think would be the best support.  Water has a very useful debuff that will take one of the enemy mobs out for 2 full turns (as long as no one attacks it).  Light has a very useful buff (from what the forums say), although at the moment I can only guess what the effect is.  Debuffs have a chance of being resisted, so the sleep skill may fail, whereas the buffs are always 100% effective.  I would say the Light Fairy is the element of choice here

Now for the final comparison between Howl and Fairy. 

Basically, the Howl's #1 skill allows it to do some minor damage and then get more turns to heal more often, but the heal is based off of max HP of each mob and will only heal 20-45% of the max hp.  The #3 skill has an unknown amount of healing, but for an arguments sake lets think about it as another #2 skill, just slightly better

The Fairy's #1 skill has a 20-60% chance of freeze/stun at max level, which is very nice, and it's #2 heals an ally based off of the attack power of the fairy.  The #3 skill is most likely a damage absorption shield, but it is unknown whether it is single target ally or full team.

Even with the unknown's listed, I feel like having a Light Fairy is the way to go.  Also, keeping a Water fairy on the side doesn't seem like a bad idea either, but that character will be more focused for doing debuffs than team support.

Light Fairy - full Energy(HP) Runes focused on attack and HP

Water Fairy - Full Accuracy runes focused on attack, HP

Summoner's War: Team Building

Here are some of the units that I currently have:

Name Element Unit Type
Bounty Hunter Wind Attack
Magical Archer Fire Attack
Warbear Water HP
Garuda Wind Support
Garuda Light Support
Howl Fire Support
Low Elemental Water Support
Fairy Water Support
Fairy Wind Support
Inugami Water Attack

My favorites are:

Bounty Hunter - wind
Magical Archer - fire
Warbear - water
Fairy - light
Garuda - light/wind


I have found that the Fairy is one of the best support healers in the beginning.  This is promising since I seem to be able to get a decent amount of them through unknown scrolls and secret dungeons seem to open fairly often for them.  This will allow me to max out it's skills easier than other healers.

Bounty Hunter is a good attack unit.  His multi-shot attacks all enemies, and if it kills a mob, then he attacks again.  Not only that, but his #2 skill deals high damage and removes a buff from an enemy.

Magical Archer has two AoE skills and both of them deal debuffs.  This makes this archer one of my favorites already. 

Garudas have a decent stun chance with their #1 skill, which goes up to 64% at max skill level.  The wind element has two other stun skills when awakened, and the light element has a skill to allow another mob to attack again, while having their attack buffed and the awakened skill allows for a revive + 20% hp to all of my team.

Water Warbear is a boss tank.  His #1 skill scales with max HP and have a good chance to remove some of the attack bar of the target, whereas skill #2 is a self heal and defense buff.  When awakened, he has a passive skill that allows him to SELF REVIVE every 7 turns.


team I am aspiring to have:

Light Fairy
Light/Wind Garuda
Water Warbear
Wind Bounty Hunter or Fire Magical Archer

Monday, September 29, 2014

Mass Effect: Class discussions

There are six classes:

Adept - Biotic specialist
Soldier - Combat specialist
Engineer - Tech specialist
Vanguard - Biotic/Combat
Sentinel - Tech/Biotic
Infiltrator - Tech/Combat

Sentinel class is an all -around versatile class, however, they only get to use pistols in the first game, and short-range weapons in 2 and 3.

Vanguard class is a frontline class with shortrange weaponry.

Infiltrator class is a tech/combat class good at sniping and sneaking.  They can use shortrange automatics, pistols, and sniper rifles.  They have access to disruptor and cryo ammo.

Engineer class is the ultimate tech class, but is not to my playing style.

Adept class is the ultimate biotics class, but it's weakness because of it makes it something I would not normally choose as my main class.

Soldiers are the ultimate combat class.  They have access to all weapon types and in 2 and 4, they have access to all ammo types.  They also need to rely on their squad mates for biotics and tech abilities.

Ammo Types:

Disruptor ammo:  Electrical powered bullets.  Overload shields faster and more damage to synthetics.  Also, there is a chance to disable weapons on enemies.

Incendiary ammo: Fire powered bullets.  This does extra damage over time to organic enemies.  Synthetics are resistant to fire damage.  Ignited enemies have their health regeneration stopped.  Fire damage weakens armors.  This may also cause enemies to panic.

Cryo ammo:  Ice type ammo.  This ammo is exclusive to Shepard.  Chance to freeze enemies, weaken armor, and decrease movement speed of afflicted enemies.


Liara T'Soni is an Adept in all three games.  She has access to electronics and access to an omni-tool.
Garrus Vakarian is an Infiltrator in all three games.  He has acces to electronics and the omni-tool in the first game.

By having Garrus in the party, I can almost guarentee that I will have someone with tech abilities.

The thing that I like about biotic classes are their throw abilities.


The Vanguard and Sentinel classes are closest to how I want to play.




Vanguard:  Biotic/Combat

Sentinel: Tech/Biotics


When compared side-by-side, it is clear that Sentinel is the path for me if I am to do a biotics class.

The Infiltrator is also a good class to choose for more weapons choice as the sentinal is very limited on weapons.

Something interesting to note is the the Sentinel class talent provides the pistol line benefits since the Sentinel doesn't have the pistol line.

Thursday, September 25, 2014

Guns Girl Z: Priorities

Priorities:

9/25/14

work on getting the FN2000R leveled up.  It contains the capability to easily surpass the C90 and I just didn't realize it.  The C90 is still useful, but the FN2000R will out-damage the C90 once the FN2000R base damage reaches 92 (I am also factoring in the C90's ability damage too).

Main weapons:

C90 Submachine gun
FN2000R
Jagged Iron Blade

backups:

Supercond Sniper Rifle
Desert Eagle
Colt Anaconda

Guns Girl Z: Weapon Stats

Weapon Stats: (this is so that I can do an easy compare with new weapon stats)

C90 Submachine gun 2*
Max Level: 30
Damage: 92
Ammo: 147
Ability: 30% chance to inflict fire damage of 75% weapon dmg every .5 sec for 2 sec.

Jagged Iron Blade 4*
Max Level: 70
Damage: 161-390
Ammo: Infinite
Ability: 35% chance to inflict debuf of +30% to dmg taken for 3 sec.

Jagged Iron Blade 5*
Max Level: 99
Damage: 329-551
Ammo: Infinite
Ability: 40% chance to inflict debuf of +35% to dmg taken for 3 sec.

Supercond Sniper Rifle 4*
Max Level: 35
Damage: 316-755
Ammo: 16-20
Ability: -20% time to aim

Supercond Sniper Rifle 5*
Max Level: 99
Damage: 650-1649
Ammo: 18-23
Ability: -35% time to aim

FN2000R 4*
Max level: 35
Damage: 59-141
Ammo: 132-163
Ability: +15% crit chance

FN2000R 5*
Max level: 99
Damage: 121-292
Ammo: 148-172
Ability: +20% crit chance

Desert Eagle 4*
Max Level: 70
Damage: 458-1192
Ammo: 18-22
Ability: +30% crit chance

Colt Anaconda 3*
Max Level: 50
Damage: 418-1079
Ammo: 18-19
Ability: 10% Seckill

Colt Anaconda 4*
Max Level: 99
Damage: 929-1555
Ammo: 20-22
Ability: 15% Seckill



Minecraft: Hostile Mob System notes

Hostile Mob System:

a good starting point to the mob system should be 30 x 30

16 spawning pads in the above space, each 6x6 with a 2x2 mob-evator in center

ceiling for mob system can be 2 high, but for easier movement, it is recommended to make it 3 high.

4 factors that determine the efficiency of the spawner

1.) The total area outside of your strap that hostile mobs can spawn at.
2.) The total area inside of your trap that hostile mobs can spawn at.
3.) The length of time it takes your system to collect and kill mobs.
4.) The number of mobs lost inside the trap from despawning and/or getting stuck.

A circle of 24 block around the player is the radius in which no mobs can spawn.

Spawning pads need to be at least 24 blocks below the collection area, but not 32 blocks (if possible) as 24-32 blocks is the highest probability of mob spawn.

Pocket Starships

Ship Breakdowns:

Assault Class
Boosters
Robots
Nukes
Generators
Hp
Bloodstorm
1
1
1
1
35K
Falcon
2
2
1
2
27K
Crusader
2
2
2
2
80K
Tooler
2
2
1
2
40K
Spider*
2
2
1
1
35K

Battle Class
Boosters
Robots
Nukes
Generators
Hp
Leviathan
2
2
2
2
63K
Intercepter
3
3
2
3
48.6K
Challenger
3
3
2
3
144K
Icarus
3
3
2
3
72K
Striker*
3
3
2
2
63K

Figher class ships (Falcon, Intercepter) are the ideal ships for mining and pirate hunting due to their high ships speed and high dps.

solar is not to be used on the special Solar Ships.  They are a waste of time.

Things to build:

Interceptor:
[ ] Redrock - 6k
[ ] Goldolite - 16k
[ ] Poisonium - 18k
[ ] Wormheart - 16k
[ ] Wormcrystal - 17k
Total: 73k refined materials

Battle Multi-Rocket: (rocket launcher)
[ ] Redrock - 6k
[ ] Goldolite - 7k
[ ] Poisonium - 14k
[ ] Wormheart - 10k
[ ] Wormcrystal - 6k
Total: 43k refined materials

Battle Multi-Shot: (energy blaster)
[ ] Redrock - 6k
[ ] Goldolite - 7k
[ ] Poisonium - 14k
[ ] Wormheart - 10k
[ ] Wormcrystal - 6k
Total: 43k refined materials

Booster Types:

 
base ability
+ per level
Damage
200
40
Shield
200
40
Stealth
30s
30s
Speed
40
 

Robot Types:

 
base ability
+ per level
Mechanibot
300 repair
200
Rocky
10%
5%
Wisebot
25%
5%
Gunbot
100 dmg
30
Botyguard
300 dmg reduction
100


Upgrade priorities:

Boosters:
Shield
Dmg
Stealth

Robot:
Botyguard
Rocky


Notes:

The Fighter class ships are good for pirate attacks and mining, but the Engineer is good for Outpost maintaining.  This makes the Engineer class ship perfect for holding an Op in the pvp area.

Demon's Souls: Notes

Item Duplication guide:

1.  The item needs to be in your inventory.  If one is with Thomas, the duplication will not work.
2. Speak to Boldwin, select an item in his shop and bring up the "How Many" dialog Box.
3. Walk away from Boldwin, activate Evacuate spell, and then press start to make the dialog box disappear.
4. Speak to Thomas and deposit the item you want to duplicate.  The warping animation will initiate immediately

The above technique only works with stackable items.  Can't duplicate equipment

Use the above technique to duplicate boss souls so that I can level up as much as I want.

Basic necessities for Soul Levels:

Vit = 50 -- this is the Best hp/sl investment
End = 40 -- This grants the maximum stamina bar.

MAKE SURE TO PLAY THIS GAME OFFLINE

Metal Gear Solid 4: Notes

Emblem List:

Name Task
  Ant Shake 50 enemies for items
  Assassin Beat the game with 50+ Knife kills/stuns, 50+ CQC holds and <25 alerts
  Bear Grab 100 enemies with CQC
  Bee Use the scanning plug or syringe on 50 enemies
  Big Boss Beat the game on the Boss Extreme difficulty with 0 deaths, 0 alerts, 0 kills, 0 recovery items, 0 special items, and under 5 hrs.
  Bluebird Give militia/rebels 50 items
x Centipede Get fewer than 75 alerts, fewer than 250 kills, and over 25 continues.
  Chicken Get over 150 alerts, over 500 kills, over 50 continues, use over 50 recovery items, and finish the game with over 35 hours of play time.
  Cow Activate over 100 alerts
  Crocodile Have over 400 kills
x Eagle Get 150 headshots
  Fox Beat the game on Solid normal or higher with 0 deaths, <5 alerts, 0 kills, 0 recovery items, 0 special items, under 6 hrs.
  Foxhound Beat the game on Big Boss hard or higher with 0 deaths, <3 alerts, 0 kills, 0 recovery items, 0 special items, under 5.5hrs.
  Frog Dash or roll 200 times
  Gecko Press against walls for a total of 1 hour.
  Giant Panda Finish the game with more than 30 hours of play time.
  Gibbon Hold up 50 enemies
x Hawk Be admired by 25 militia/rebels
  Hog Get 10 combat highs
  Hound Beat the game on Naked Normal or higher with <3 alerts, 0 kills, 0 continues, 0 recovery items, 0 special items, under 6.5 hours.
x Hyena Pick up 400 dropped weapons.
x Inch Worm Crawl on the ground for a  total of 1 hour
  Jaguar get over 75 alerts, fewer than 250 kills, fewer than 25 continues
  Leopard Get > 75 alerts, < 250 kills, > 25 continues
  Little Gray Collect all 69 weapons
  Lobster Spend a total of 2.5 hours crouching
  Mantis Beat the game with 0 alerts, 0 continues, 0 recovery items, < 5 hours
x Octopus Beat the game with 0 alerts
  Panther Get > 75 alerts, > 250 kills, < 25 continues
  Pig Use more than 50 recovery items
x Pigeon Beat the game with 0 kills
  Puma Get > 75 alerts, > 250 kills, > 25 continues
  Rabbit look at 100 playboy pages
  Raven Beat the game in under 5 hours
  Scarab Perform over 200 sideways rolls (while prone)
  Scorpion Get < 75 alerts, < 250 kills, < 25 continues
  Spider Get < 75 alerts, > 250 kills, > 25 continues
  Tarantula Get < 75 alerts, > 250 kills, < 25 continues
  Tortoise Spend more than 60 minutes inside the drum or cardboard
  Wolf Beat the game with 0 continues and 0 recover items

Emblem Synergies:

Chicken Run-through:
chicken
ant
bear
bee
cow
crocodile
gecko
giant panda
frog
gibbon
hog
blue bird
hawk
hyena
inchworm
little gray
lobster
pig
rabbit
scarab
tortoise
puma
eagle

Big Boss Run-through:
Big Boss
Fox
Foxhound
Hound
Mantis
Raven
Wolf
Scorpion

Centipede/Spider Run-through:
N/A

Jaguar/Leopard/Panther Run-through:
Ipod track from Otacon computer 78925 [ ]

Tarantula Run-through:
Assassin



Chicken Play Through:

Stats after every Act

Act Kills Alerts Continues Recovery Items Game time Flashbacks Possible Flashbacks
1
 
 
 
 
 
 
40
2
 
 
 
 
 
 
65
3
 
 
 
 
 
 
38
4
 
 
 
 
 
 
64
5
 
 
 
 
 
 
66?

Tallies:

(Hog) Combat Highs: 10:[ ]
(Gibbon) Hold Ups: 50:[ ]
(Ant) Shakedowns: 50:[ ]
(Bear) CQC Grabs: 100:[ ]
(Bee) Syringe Enemies: 50:[ ]
(Pig) Recovery Items: 50:[ ]
(Blue Bird) Give Recovery: 50:[ ]
(Frog) Dash or roll 200 times:[ ]
(Gecko) Press against walls for 1 hour: [x]
(Lobster) Spend 2.5 hrs crouching: [ ]
(Rabbit) Playboy Pages: 100: [ ]
(Scarab) Perform 200 sideways rolls: [ ]
(Tortoise) Spend 1 hr inside the drum or box: [x]
ipod track from otacon computer 13462: [ ]

Recovery Items:
Cigs
Muna
Ration
Noodles
Regain
Pentazemin
Compress
Syringe

Special Items:
Bandana
Stealth
Scanning plug


Combat High conditions:
Alert Status
Stress > 50%
Rapid Firing weapon

Infinite Chafe Grenades:
Go from the snowfield after Otacon opens the door to the helipad at Shadow Moses.  Always respawns on the helipad.

Note: For both the Bear and the Bee emblems, you can use the same enemy.

Ant: Hold up an enemy while they are crouching so that they lay down.  Body search them 50 times in a row without fear of knocking them out or being knocked out.

Metal Camo:  This camo increases damage resistance.  I believe this is a downloadable camo.

Items necessary for Big Boss Emblem (BBE) run:
Anti-Material Sniper
2 chaff grenades minimum
50 Tranq bullets for each gun
50 V-ring bullets


Time Saving Tip in Act 3 in BBE:

While tailing the resistance member, follow him until he walks into the next map.  Instead of following, save the game and reload it.  The rebel will be on the next map, but time spent will not be saved.  Do this until finished with the tailing scene and you will only use about 5 minutes instead of 30-40.

Solar Gun:

This is a very useful weapon for the Act 3 bike chase scene during BBE.  It will insta-knockout any who get hit by it.  NOTE:  the Act 3 bike chase scene is the hardest scene in BBE.