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>increases droprate by 0.7% for 8 seconds

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Thread replies: 68
Thread images: 29

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>increases droprate by 0.7% for 8 seconds
>>
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>>385140701
>it procs on every attack, stacks up to 50 and you constantly hit enemies for extended periods of time
>>
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>Stacking DoT and damage resistance debuff
>>
>>385140701
>100% camo index.jpg
>>
What's your cut-off point for disregarding a stat bonus, /v/egans?
5% for me.
>>
>>385141636

aesthetics > stats
>>
>>385141556
why you making me look
>>
>>385141636
I never ignore them. It's all about how much utility a percentage gives you. If that extra 0.05% turns three-hit kills into one-hit kills, I'm going to want it more than a 50% boost to something like defense if I can already tank hits well.
>>
>>385142012
There's a cat there.
>>
>>385140701
cute pussy
>>
>>385142012
It's right there.
>>
>>385142171
There are two, actually
>>
>>385142229
don't you dare lie to my face like that
>>
>>385141636
Depends if the action procs often or not
>>
>>385141757
This is why I prefer to have both cosmetic slots and effective slots.
>>
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>Increases total damage output by 50%
>Reduces total max HP to 1

Are you hardcore enough for this ride?
>>
>>385140701
>increases poison duration by 1%
>>
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>Attack increased by 5% when health is below 1%
>>
>>385140951
dude that's fucking smart

Challenging mobs you spend time on give you more reward than grinding the easy shit.
>>
>>385142425
If all damage is avoidable, this would be the greatest carrot on a stick to git gud
>>
>>385142684
>Stagger is linked to dps
>get recked without it because you can't stagger boss as well
>>
>>385142971
If bosses can be staggered, it's a shit game anyway
>>
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>5% chance to reduce incoming damage by 7% when 23% of max hp has been lost
>>
>>385142684
>boss has inescapable death combos
>the 50% more damage becomes a crutch instead
Real make think.
>>
>>385143079
Why ? Being able to stagger them doesn't automatically means you can stunlock them. If the game is balanced well, it can reward high risk strategies instead of whittling away slivers of health between two rolls
>>
>>385140701
>that dude peeking from behind the fence
Jesus, why are jaypegs much more frightnening than gifs?
>>
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>>385142425
>armor/tank classes can have a reflect damage attribute/skill
>>
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>0.025% chance of instant death on button press
>>
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>9999 HP
>255 Defense
>255 Magic Defense
>Bump into weakest enemy in game
>Take 1 point of damage
>Blood spurt, character gets knocked back and cries out in pain
>>
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>>385143681
>obliterate other pigs
>fighting giant fucking dragon
>rams your shit
>>
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>>385140701
>attack damage increased by 20% for 3 seconds
>damage taken increased by 20% for 5 seconds
>>
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>25% chance on hit to cast Fireball
>25% chance on hit to cast Frost Nova
>25% chance on hit to cast Chain Lightning
>25% chance on hit to cast Earthquake
>On a really fast dagger
>>
>>385142079
>If that extra 0.05% turns three-hit kills into one-hit kills
That is impossible.
>>
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>>385144003
>demolish giant dragons
>joke enemy ruins your anus
>>
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>lightning damage
>does 1-2000 damage

>fire damage
>does 750-1250 damage and stays on the ground for DoT

>ice damage
>does 500-1000 damage but reduces attack/movespeed by 50% and has a 3% chance to freeze for 2 seconds
>>
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Which one /v/?
>>
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>any % critical hit in a competitive game
>>
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>>385144294
>there is a 0.4% chance to proc all four
>>
>>385144712
Variance isn't a bad thing, learning to control variance is a form of skill

Also RNG can be negated to make it less bullshit. Dota does this by using pseudo RNG. If something has a 20% chance to happen, the first dice roll is actually only a 15% chance, then 17.5, then 20, then 22.5% etcetc until it happens.
>>
>>385144557
Right one. The fragile egoed betas can sit on the bottom of the damage chart.
>>
>>385143079
no boss stagger isnt bad as long as they have something like the revenge value from kh2 or like in DMC3/4 where you have to do a decent amount of damage in a small amount of time to make them go into phase where they can be staggered/ get stunned
>>
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>strongest build has the most boring gameplay
>>
>>385144557
Sword has more range.
>>
>>385140701

SHOW ME THE GAME AND THE ITEM THAT DOES THAT OR KILL YOURSELF
>>
>>385145135
>Increase damage by 3%
>shit still have 'x' number of hits to die

T-thanks Runesape
>>
>>385144294
with items like this, I'm always confused as to whether I will always cast one of the spells, or if each spell proc is calculated independently.
>>
>>385144887
There many ways to introduce variance and adaptation to a competitive vidya without using % random double damage. There is literally no way to justify it. It is a thing of the past and it belongs in the garbage can.
>>
-1% crit rate from poison based attacks fired from crossbows that hit your back at night time if you have a light shield equiped on leap years while it's raining on sunday and a famous actor died that day
>>
>>385145365
Depends on the specific game obviously but generally it'd be four 1d4 rolls aka independently with multiple possible things at once
>>
>>385140701
>CLOSE QUARTERS DAMAGE (SCORCHED)
>its a water weapon

Nioh has tons of pointless stats
>>
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>Description: 10% chance to X on every attack
>Actual gameplay: there's a hidden proc cap that limits it so there's no point stacking attack speed past a certain arbitrary number.
>There's no goddamn indication of this anywhere ingame
>You have to read up theorycraft online or you are gimping yourself by only relying on what the game tells you
Is there anything more bullshit in vidya than this?
>>
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>ability once activated has a 2% chance to hit a critical that increases damage by 0.02% for 3 seconds
>has a 10 minute cooldown where you take triple damage during said cooldown
>>
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>when a game has a complicated array of stats and mechanics and skills/items interaction so you need a wiki and two FAQs and five detailed forum posts and two custom calculator websites and a piece of paper just to compare two items
why isn't this shit inside the game's help section
>>
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>>385144294
>allies are affected
>>
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>increase damage by 200%
>increase damage taken by 200%
>>
>>385145301
>all caps
>missing the context entirely
>>
>>385140701
>1% chance to instantly kill enemy
>>
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>>385145135
>D3 necro's corpse lance build
>>
>>385147076
What game?
>>
>>385147854
The Last Remnant.
>>
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>>385144557
>not taking the sword and transmogging it to the fag sign
>>
>>385147993
Well, that shit is supposed to be hard as balls. Same for the first 4 Wizardry games and kinda for SaGa series.
>>
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>>385147562
>tfw finding a dim pistol in PSO and using it in multiplayer
>>
>>385142571

Unless I know the game inside and out, I ignore the fuck out of any skill like that. Full health is best health.
>>
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>>385140701
>regenerates 1 HP/second for 10 seconds
>>
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>>385143597

>it's in a roguelike
>>
>>385146137

Warframe has bullshit like that with shotguns. Status chance on shotguns is based on the chance that a single pellet will proc.

So a 50% chance to proc status is something like 6.5% chance per pellet. This is further confused with weapons that add multishot (doubling the amount of pellets) because the overall number goes up, but only because there's more 6.5% chance pellets.

On the bright side, if a shotgun can get to 100% status without multishot mods, EVERY PELLET will proc. Which makes them fucking amazing.
Thread posts: 68
Thread images: 29


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