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Anti-hounds setup


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17 hours ago, csc_unit said:

I cant notice specifically when I lose a trap. My field is messy and unordered. I presume your's is very organised so you can easily see the missing traps. This way it is more manageable. :applause: genius !

Here's our trap field from a group server:

20180227143251_1.thumb.jpg.f6bb07442033addb322516745fd7f678.jpg

If you have geometric placement, you can make it looking pretty good ;)

13 hours ago, DarithD said:

On our (rest in peace) Glommer Goop server, we make a mineful of tooth traps and put houndius shootius near the edges, and then block it with pile of bones. Sadly i forgot take a pic of it, but it is glorious to see!

On your official Klei Pub where you blocked florid postern and kicked all new players?

3 minutes ago, Maslak said:

On your official Klei Pub where you blocked florid postern and kicked all new players?

Look, i don't block the florid and taunt the players that enter, i only live there for 100 days when someone send me an invite, and i never notice earlier how bad the situation is, alright? I'm sorry.

36 minutes ago, Sinister_Fang said:

So there is still a (slight) benefit to using armor in the head and body slots.

Why is it benefitial to wear a log suit and a helmet compared to 2 log suits (or 2 helmets), wearing one and the other in the inventory? The second one gets autoequipped and all together all 3 setups offer the same amount of protection.

The slight benefit is that you can wear both helmet and suit at the same time to save one inventory slot.
By having both you can also wear helmet or suit depending on situation, if you need to put on rain coat you wear helmet, when you need to wear miner helmet you can switch to suit.

41 minutes ago, fimmatek said:

Why is it benefitial to wear a log suit and a helmet compared to 2 log suits (or 2 helmets), wearing one and the other in the inventory? The second one gets autoequipped and all together all 3 setups offer the same amount of protection.

You can preserve some of the durability of rarer armors by equipping another piece of armor that's more common. For example: You can equip a thulecite crown and a log suit, and some of the durability damage taken with be directed to the log suit. Just be aware that the durability loss isn't a 50/50 split (unless both armors have equal damage reduction). The piece with more damage reduction will take more durability damage then the piece with the lower damage reduction.

At the moment I have thre--no, wait, FOUR (not counting just plain-ol' fighting them, but there's a LOT in each wave by now and I usually play alone):

1:  Tooth traps

2.  "My base is right next to a wormhole".  Or possibly the wormhole is PART of the base, depends on whether you count stuff outside the walls as "officially" part of it or not.

3.  MAMA-Goose! Whether she likes it or not

4. Because of the weird new update to the Shipwrecked mod and the fact that I'm playing as Walani in "Starvania"...SEE YA LATER, SUCKAS! (jumps into pond)

Of course, that last one only works if (a) the pond isn't frozen and (b) I have my surfboard with me, and (c) there's no guarantee it won't pop me out into a huge field o' frogs...

But it's still nice to have options. :)

...Notorious

On 2/27/2018 at 9:14 AM, Starlogy said:

armor doesnt stack in dst

Does armor provide full protection even when it breaks in DST, or does it only absorb as much damage as it has health remaining?  I still remember what it's like to beat Adventure Mode with Maxwell; believe me, it's important to know the full implications of just auto-equipping armor when it breaks.

@Sinister_Fang Heho don't misinterpret me and insinuate I am "skin shaming". I am not.

Pleated shirt is funny because it is, as you know, a running gag in the community and simply the best skin in the game.

Skirt is funny because... well A BOY robot wearing a skirt!      <-- rofl am I right, much funny!    Sorry I did assume the gender of the robot on this one.

On 1.4.2018 at 4:29 PM, Mencken said:

Low maintenance, half the time I don't even have to dodge them.

Nice idea with the bones, I'll have to try it! It looks a bit dangerously close to base tho, I guess you have a flingo there?

17 hours ago, TemporaryMan said:

Does armor provide full protection even when it breaks in DST, or does it only absorb as much damage as it has health remaining?  I still remember what it's like to beat Adventure Mode with Maxwell; believe me, it's important to know the full implications of just auto-equipping armor when it breaks.

As to my experiences and experiments, even a 1% armor gives full protection in DST, so for example a 1% log suit absorbs 60 dmg of Deerclops attack.

On 2/27/2018 at 2:46 PM, Sinister_Fang said:

You can preserve some of the durability of rarer armors by equipping another piece of armor that's more common. For example: You can equip a thulecite crown and a log suit, and some of the durability damage taken with be directed to the log suit. Just be aware that the durability loss isn't a 50/50 split (unless both armors have equal damage reduction). The piece with more damage reduction will take more durability damage then the piece with the lower damage reduction.

Stemming off from that, here are some key differences and implications of armor in DS and DST.

In DS, armor will stack, but damage will not be distributed evenly. Whichever piece of armor you put on second will negate damage first, and then the piece of armor you put on first will block from the remaining damage.

Spoiler

Scenario 1: Equip Log Suit (80% protection, 450 durability), then Equip Football Helmet (80% protection, 450 durability)
Get hit by Deerclops (75 damage)
The Football Helmet will absorb 80% of that damage (75 * 0.8 = 60 damage) and lose 60 durability
The Log Suit will then absorb 80% of the remaining damage (15 * 0.8 = 12 damage) and lose 12 durability, blocking an effective 16% damage 
Notice how the Log Suit takes only a fraction of the damage the Football Helmet does.
With just a Log Suit and Football Helmet, Deerclops will do a measly 3 damage!

Scenario 2: Equip Thulecite Crown (90% protection, 1200 durability), then Equip Marble Suit (95% protection, 1050 durability)
Get hit by Old Bell (1000 damage)
The Marble Suit will absorb 95% of the initial damage (1000 * 0.95 = 950 damage) and lose 950 durability
The Thulecite Crown will absorb 90% of the remaining 5% damage (50 * 0.9 = 45 damage) and lose 45 durability, blocking an effective 4.5% damage.
Notice how even after getting stomped by Big Foot, the Thulecite Crown loses less than 4% of its durability. With this armor stacking method, you can preserve valuable armor like crowns with other armors. (Even the mighty Big Foot deals a measly 5 damage with both a crown and Marble Suit equipped!)

In DS, armor can only block as much damage as it has durability.

Spoiler

Scenario 1: Log Suit (80% protection, 50/450 durability)
Get hit by Deerclops (75 damage)
The Log Suit will absorb 80% of that damage (75 * 0.8 = 60 damage)
Since the Log Suit doesn't have 60 durability, it blocks 50 of the damage instead, and you take all the remaining damage (25 damage).

A simply way to think of this is if the attack is strong enough to break your armor, you'll take however much damage your armor didn't absorb. (In the above example, the Log Suit had 50 durability, so you took the difference between the damage of the attack and the durability of the armor which is 25 damage)

Scenario 2: Equip Log Suit (80% protection, 450 durability), then Equip Football Helmet (80% protection, 450 durability)
Get hit by the Old Bell (1000 damage)
The Football Helmet negates 80% of the damage first (1000 * 0.8 = 800), however, since the helmet only has 450 durability, it will block 450 damage, and the rest of the damage is transferred to the Log Suit.
The Log Suit will absorb 80% of the remaining damage (550 * 0.8 = 440) and lose 440 durability.
So in the end, you'll take 110 damage from Big Foot, and be left with a 10 durability Log Suit (2%)

Note: This means that you can take massive amounts of damage when auto-equipping armor. Let's say you have 5 Football Helmets and are facing off Deerclops with 80 health. If you take damage when a piece of armor is low on durability (let's say a 1 durability Football Helmet in this case) you'll take 74 damage from Deerclops, and be left with just 6 health before you auto-equip your next helmet.

 

In DST, armor does not stack, blocking damage equal to the armor value of your strongest armor, and damage is split evenly between the armors, based on their armor values. Additionally armor will provide full protection regardless of its durability (This means a 1 durability Log Suit will still block a full 80% of the damage from a Deerclops swipe). However, all armors in DST only have 70% of the durability that their singleplayer counterparts which a few exceptions such as Beekeeper Hats (e.g. Log Suits and Football Helmets have 315 durability as opposed to 450, and Thulecite Crowns have 840 durability as opposed to 1200).

Spoiler

Scenario 1: Log Suit (80% protection, 315 durability), Football Helmet (80% protection, 315 durability)
Get hit by Deerclops (75 damage)
Since both armors give 80% protection, Deerclops will deal 60 damage.
This damage will be split evenly between the two armors, so both of them take 30 damage.

Scenario 2: Log Suit (80% protection, 315 durability), Thulecite Crown (90% protection, 840 durability)
Since the Thulecite Crown has a higher armor value than the Log Suit, 90% of the damage will be blocked.
Get hit by Deerclops (75 damage)
Damage is mitigated by 90%, resulting in 67.5 damage.
Damage is split evenly between the two armors. (Since the Thulecite Crown has a higher armor value, it will take slightly more damage than the Log Suit)
The Thulecite Crown takes 90/170 of the 67.5 damage (≈35.74 damage)
The Log Suit takes 80/170 of the 67.5 damage (≈31.74 damage)

Note: Since armor provides full protection regardless of durability, it is more efficient to unequip your other armor if your armor is about to break, so your other armor does not take damage. (e.g. you have a Log Suit and Football Helmet both at 1 durability. If you have them both equipped, and take a hit from Deerclops, both of your armor will break at the same time. However, if you unequip your Football Helmet first, your Log Suit will break and still provide the full 80% protection, but now you have a 1 durability Football Helmet to block another attack.)

3 hours ago, Sinister_Fang said:

I personally always hated this. Especially when latency causes you to get hit more often.

It encourages players to put more effort into dodging then just tanking everything at least, and also using full armor sets instead of just single pieces. The problem is that they cut the durability across the board and jeopardized equipment that deserved to be enduring.

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