5Min Strategy - Page 4 - 5 Minute ... - Binary Options Edge

[N] Tensorflow 2.3.0 Released!

There is also a new experimental tf.data API for saving and loading datasets(https://www.tensorflow.org/versions/r2.3/api_docs/python/tf/data/experimental/save)
https://github.com/tensorflow/tensorflow/commit/4d58a67a9f19ab8d0cfbb2d8e461ebb73ce06db6
https://github.com/tensorflow/tensorflow/issues/38483#issuecomment-640963109

https://github.com/tensorflow/tensorflow/releases/tag/v2.3.0

Release 2.3.0

Major Features and Improvements


In addition checkout the detailed guide for analyzing input pipeline performance with TF Profiler.

Breaking Changes


Known Caveats


Bug Fixes and Other Changes

TF Core:


tf.data:


tf.distribute:


tf.keras:


tf.lite:


Packaging Support


Profiler


TPU Enhancements


Tracing and Debugging


XLA Support


submitted by IIIBlueberry to MachineLearning [link] [comments]

MAME 0.207

MAME 0.207

It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists.
With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system.
Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Is minimax of the game Go NP? I suspect it is both NP and exptime, because you dont need to recurse minimax if

UPDATE: Nevermind the score funcs. If you have the choice to move first or second, and if there is any strategy that all possible moves of opponent still lose, then NP can binary search the space of possible games where you win. No need to recurse minimax to adjust the score or chances of losing vs winning. You know you will win so theres no need to consider which move is better or worse than which other move since you've already done that in binary searching the space of all possible playthroughs (at exptime/NP cost) where you win and at each turn choose any next move where no playthroughs exist where you lose. Its not a practical way to actually do things, but its useful to know not to attempt minimax or gametheory on turingcomplete processes.
You dont need to recurse minimax if you are committed to finding the exact best solution. Imagine the set of all possible Go games. This is a recognizer function of the rules, checking if each part of a sequence of game states is a Go game or not. Similarly, given a function that takes a playthrough of Go as param and returns the final score (or sum of qscores, whatever you want to optimize for), and such a func is well within P (probably runs in a millisecond), and such a func of course always halts that fast as its mindlessly counting score by the rules, whatever those rules are (some people say counting territory is vague, but that just means theres multiple well defined variants of go or at least if you dont play until the board is maximally filled. The point is, whatever well defined function is agreed is how the game is scored, a fast function, there exists a NP problem of checking does any possible playthrough of Go start with a certain prefix (history of this game) and obey all the Go rules and have a score at least X, and NP can be called up to P times, actually needing only log times to binary search X to find the minimum or maximum scores reachable from here, or from 1 more ahead. It doesnt matter what an opponent would do. It only matters that you take the path where the set of all possible games reachable are all higher score than the other path(s) you could have taken as 1 action in 1 turn (at most as many squares on the board number of actions). The set of all possible Go playthroughs is contained in the set of all 3d bit arrays, many of which are not valid moves from one 2d slice to the next but all valid moves and playthroughs are in there, also needing a few other vars for the dependence on previous turn (dont go back and forth taking 1 piece).
If minimax in general is in NP of the size and time steps of a game world, conditional on the score function of the game and rules can be checked in P time, AND if as is commonly believed minimax is exptime, then P != NP could be absolutely proven so directly no expert would disagree by defining a translation between minimax and 3sat or clique or subset sum etc, that each could emulate the other at most P times slower. I would not expect any prototype to actually find the best move in Go but only because exponential time (if Go minimax really is exptime) is not available to compute it.
But there is still the problem of you would be acting now to prevent your future self from things that you wouldnt actually have done. So maybe if another loop going backward from all possible longest last moves and somehow having the 2 calls of NP, one on the last move to exclude possibilities where I move stupidly (which searching the whole possibility space would not if theres only 1 move left)... then call NP on the second last move somehow combined with that other NP of the last move so that the second last move doesnt have to choose a less than best move to prevent itself next move (actually should have said 2 moves back other player moves) from having the option to do something it wouldnt choose. If the 2 calls of NP can somehow be connected, then its still P to do all that stuff timeSteps times more. But how can the 2 NP calls be connected? One detects min or max score given all possible middles of the game, and would want to add NP constraint that no version of self will ever choose a path with score lower than that, so the NP call 1 of my turns back (crossing opponent turn, think about that later....) can (1 of log steps in) binary search a modified rules+score func that returns (tells existence of, doesnt find it directly) does any path exist from here that [has score at least X or at most X AND does not have score lower than those things the NP call ahead measured that I would not do even though I might have the option]. Might have fixed it. Have to think more about it.
submitted by BenRayfield to agi [link] [comments]

MAME 0.207

MAME 0.207

It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists.
With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system.
Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to MAME [link] [comments]

Streamlined Beginner's Guide

I was making edits to A Beginner Guide written by a Beginner and Updated by a Friend when it gave me the error message that the post had too many characters. I decided it was honestly too wordy. I hope that the clarity of the message was not lost during the chopping process. Light suggestions and/or questions are welcome. I added this to the wiki as well after updating it due to your suggestions :)
The guide starts with day 1 "need to know" information then proceeds with Characters you Want, the Daily Grind, More to Grind, Comic Cards, Character Optimization, and finally a Quick Start Glossary.
 
First Month Goals
 
Content Difficulty Progression
This is a rough estimation of the progression of the game using the character level as a reference.
1-50 50-60 60+ 60++ 60+++
Story Mode Ch.1-8 Chapters 9-10 Chapter 11 Chapter 12
VS: Easy/Normal VS: Hard World Boss iThanos World Boss Ultimate
- - SL 1-15 SL 15-25 -
- - Strange Epic Quest Wolvie Epic Quest -
AB AB AB clear XAB clear XAB score chasing
TL TL/AC TL/AC TL/AC TL/AC
Cards: - 4* cards with ~30% SCD and 20+ Ignore Defense 4*/5*/6* cards w/SCD, Ignore Defense, and Attack 6* cards with ~30% SCD, ~30% Ignore Defense, and +30% All Attack
Villain Siege, Alliance Battle, TimeLine, Alliance Conquest, ShadowLand.
 
Starter Team: 6* Sharon Rogers, Loki, and any top character of your choice
This can be done with the 6* selector (day 1), the 6* selector (day 7), and "Hero's Journey".
A "Six Star Selector" allows for you to choose a character from a menu and that character is immediately 6* regardless of whether you recruited them or not.
For your 2nd and 3rd starter characters there are conflicting recommendations which to me proves it doesn't really matter who you choose, but be warned that not all characters are created equally so it is best to choose from these or the difficult to farm "Facetank" characters listed further down.
Check out the analysis/discussion from "Starter toons: Sharon Rogers and _________?" and decide for yourself, but definitely get Sharon Rogers.
 
After your first "failed" mission it is highly recommended to get 4 star Iron Fist.
Get his Hobo (netflix) Uni when you have the chance.
 
Farm Enough Story Mission Bios to 6 Star Cap, Widow, and Iron Man.
Both Cap and Iron Man will be very useful additions to your team. Black Widow can be good, but as a beginner will be mostly useful as a striker in the Corvus Glaive World Boss battle.
You can get Age of Ultron unis for gold.
 
Use your 3 day trial of bio subscription for "Paywall" characters
I would recruit Enchantress, Agent Venom, and Kid Kaiju who are all still useful at T1. I would only use them on Carnage if you plan on paying for a bio subscription to T2 him (need ~366 bios to max gears). You will still need to get Mega Rank Up Tickets (2600 Crystals on weekend) to rank them up.
T2 Carnage > Agent Venom > Kid Kaiju > Enchantress > Ironheart > Hyperion > T1 Carnage
 
The best deals for real money include Stark Stash, Bio Subscription, VIP Package, and S.H.I.E.L.D.
Prices vary slightly depending on where you live and whether you use android or Apple (android is cheaper), but these are generally the best deals:
You don't need to spend money to be successful in this game, but I would highly recommend at least getting the Stark Stash (or bio sub) to get to VIP 1 (200 Crystals) for increased gold in Co-Op. You'll also hear a lot about "tag heals" which is unlocked at VIP 3 (2300 crystals total), and "Heroic Rifts" which are unlocked at VIP 10 (99,000 crystals total).
The best deals for Crystals include on sale uniforms (750), Mega Rank Up Tickets (2600), and "Deluxe" pack (6600).
 
Get in as high level alliance as you can (ideally 24+)
Use the weekly recruitment thread to join an Alliance for camaraderie, alliance stat boosts, alliance member rifts, energy rewards, and Alliance Battle/Conquest. Note that the stat boosts from Alliances You may see Alliance requirements including days of activity, Alliance Battle score, and Alliance Conquest participation. Even so, there are so many alliances out there that the odds are good that you can find a good balance between casual and competitive. There will also be a variety in beginner and veterans. But let's be honest, veterans need beginners around to tell them that they are awesome :)
 
Don't go "all in" on Epic Quests (Dr. Strange and Wolverine/Jean), rather dip your feet!
Dr. Strange, Wolverine, and Jean are all amazing, but the cost is significantly above a beginner's paygrade. I would however recommend completing enough quests to start farming Baron Mordo (need 50 Red Norns and 200 Blue Norns) and Rogue/Beast (need 100 Dimension Debris and 100 Red Norns). Rogue (speed) and Beast (combat) are perfect complements to your Sharon/Loki starter pack. For more information: Dr. Strange Epic Quest Guide and Rise of the X-men Epic Quest guide.
 
 

Characters and why you want them:

Facetank chars - Low skill threshold to defeat most content. High priority characters bolded.
Character Survivability Farmability
Sharon Rogers iframes + damage immunity Use starter selectors. Otherwise Bio Selectors.
Loki shield + clones = RUN Viable starter option. Otherwise Dimension Rift "Chitauri Invasion"
Carnage iframes + invincibility @ T2 Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Agent Venom iframes + shield + invincibility Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Enchantress shield, and can permanently charm world bosses Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Kid Kaiju iframes + summons + shield Bio $ubscription only. Use Rank up Tickets and save bios for gears.
Elsa iframe + damage immunity @ T2 Villain Siege Chaos Tokens
Kate Bishop iframes + stuns Villain Siege "Hard"
Captain Marvel damage immunity Timeline Honor Tokens
Crystal snare attacks + shield Special Mission, Inhumans "Crystal Palace"
Songbird snare attacks + shield Special Mission, New Avengers "Baked Alaska"
Groot Heal; Baby uni: iframes Dimension Rift "Bark is Worse than Bite"
Yellow Jacket several iframes Dimension Rift "Amazingly Interesting Voyage"
Wasp damage immunity "bubble" + iframe Dimension Rift "Growth Spurt"
Baron Mordo iframe + stuns + shield Epic Quest, Memory Mission "Road to the Monastery"
Ancient One invincibility + heal Epic Quest, Memory Mission "Monastery in Trouble"
Hellstorm immunity + summon Epic Quest, Dark Dimension "Increasing Darkness"
Rogue damage immunity (skill/leadership) + iframes + heal Epic Quest: Rise of the X-men, Tracking "Going Rogue"
Beast stun + snare + iframe Epic Quest: Rise of the X-men, Tracking "Friends and Enemies"
Storm stun + guard breaks + iframes Epic Quest: Rise of the X-men, Tracking "Weathering the Storm"
Cyclops stun + guard breaks + damage immunity + iframe Epic Quest: Rise of the X-men, Tracking "Blindsided!"
Magneto bind + guard breaks + shield + iframes 6600 crystals for "Deluxe" pack; "Mutual Enemy"
Captain America damage immunity + iframe (uni) Story Mission 1-1, 3-10, and 5-6
Black Widow dodge + guard breaks + stun (uni) Story Mission 1-4, 2-6, 3-9, and 5-4
Iron Fist uni: invincibility + iframe; dodge @ T2 Story Mission 4-5 and 6-5.
Elektra iframes + stun Story Mission 4-6, 7-2, and 7-5
Black Panther damage immunity + iframes Story Mission 8-1
Thor guard breaks + shield Story Mission 8-9, 12-5, and 12-8
Blackbolt guard breaks + damage immunity @ T2 Story Mission 8-10
GR (Robbie Reyes) iframes + shield Bio Selectors.
Mantis iframes + heal + fear bubble Bio Selectors.
Red Hulk guard breaks + heal + damage immunity (uni) Bio Selectors.
Silk shield + webbing Bio Selectors.
 
Leadership characters - Only need ranking and mastery to be helpful. Characters worth further investment are marked with ‡
Boost Character(s)
48% Damage to Male She-Hulk (uni = +55%)
45% Energy Attack Hela, Ironheart
45% Energy Attack for Blast Ancient One‡, Star-lord (uni = +50%)
45% Physical Attack Gorgon, Beast
40% Energy Attack Ebony Maw
45% All Attack Magneto‡ (for X-men)
36% All Attack Moon-Girl‡
24% All Attack Wiccan‡, Sin, Punisher, Ultron, Shang-Chi‡, Hyperion‡, Hogan, Cyclops‡ (+24% All Defense)
30% Energy Attack Crystal‡, Singularity, Lash, Captain Marvel‡, Modok, Blackbolt‡
30% Physical Attack Elsa‡, Deathlok, War Machine, Crossbones, Winter Soldier, Ulik‡, Hulk
18% All Attack, 18% All Defense, 6% Speed Wasp‡
36% All Attack for Universal Ronan‡ (+36% all defense), Medusa‡
60% Lightning Damage Lincoln
60% Fire Damage Satana‡, Red Hulk‡
60% Cold Damage Misty Knight
 
Support characters - Generally cannot be main damage dealers unless marked
 

The Daily Grind:

Complete each of the daily "challenges". Most of these modes should be done during Hot Time (reduced cost and increased rewards) which occurs twice a day for 3 hours (6 AM/PM Pacific Time). Most can also be played on "auto" by using clear tickets. For Story missions you can "autoclear" which will insta-clear the level giving you gold and shield/alliance experience, but it will not give your characters experience.
Story missions (1+/day):
Complete story mode chapters up to 10 as soon as you can. You can level characters more quickly using higher levels. After you have done such, here's a list of story mode characters (alphabetical) that you might want to get:
 
Special missions (20 min/day):
Rank New Avengers Inhumans
1 Songbird Crystal
2 Wiccan Gorgon
3 White Tiger Moon Girl
4 Squirrel Girl Maximus
5 Hulkling Karnak
 
Daily Missions (2/day)
Fairly easy missions with great rewards including: gold and the option for Iso-8/nornstones, more gold/experience chips, or M'kraan Shards (X-men material).
 
Villain Siege (1-3/day)
This is a fossil of previous “end-game” content. It is more important that you win the battle then you use all of the recommended characters. If you know it will take you two tries, then use a team with NO recommended characters first, followed by one with 2-3 of the recommended characters.
Use the Chaos Tokens for: Elsa >> Chaos Custom Gear Chest/Chaos Chest > Ant-man > Lash
 
Timeline (1-10/day)
A "one vs. one" matchup that gives honor tokens for each battle (win or lose) and crystals at the end of the week for how high you scored in comparison to others. Note that your characters start with all skills on cooldown while the enemy's do not. At least do one a day, but it would be worth it to do all of them.
Use the Tokens on Captain Marvel > Warwolf > Honor Card Chest/Honor Chest > Gamora
 

More to Grind

Alliance Battle
Great source of gold, norns, and bios. Here's a chart of who to use from my Alliance Battle Guide:
Day Main Damage Leader Support Notes
Open (x2; reset day) Loki, Sharon, Hellstorm, Strange She-Hulk, Ancient One, Gorgon, Hela Warwolf (T2), Coulson (T2), Groot (T2) save combat/villain (i.e. Carnage) for XAB
Combat Hobo Iron Fist, Agent Venom, Carnage, Black Panther, Moon Knight, Red Hulk, Captain America She-Hulk, Hulk, Shang-Chi Groot (T2), Warwolf (T2) save T2 Warwolf for XAB, unless you have T2 Coulson.
Blast Sharon, Enchantress, Strange, Mantis, Cyclops Ancient One, Star-Lord Coulson (T2)
Speed Elsa (L), Kate, Rogue, Silk, Kid Kaiju Elsa, Winter Soldier Baby Groot (T2) Speed day is tough. Get Elsa's uni and her T2.
Universal Loki, Hellstorm, GR (Robbie Reyes), Captain Marvel, Black Order, Dmmu, Odin Ronan, Medusa, Hela Throot (T2) Loki strikes again.
Female Sharon, Floki, Elsa, Mantis, Rogue Hela, Ancient One (uni) Ancient One (uni) Starog is easier than Loki (uni) and would allow Floki to be used for XAB as DPS (if no BO) or team-up (w/DMMU).
Villain Loki, Enchantress Ronan, Hela n/a Looookiii
 
Dimension Rift (3 "completions")
Coordinate Rifts with alliance members to get completion bonus (gold, dimension debris, energy). MFF etiquette strongly suggests you commit to several battles in a rift if you choose to enter it.
Cards to farm: Loki, Nebula, Baby Groot, Star-Lord/Yondu, Zombies (Heroic Rifts), and Punisher (Heroic Rifts)
Characters to farm: Loki > Wasp/Yellowjacket/Groot > Ronan > others
 
Co-Op (5 "Rewards" collections)
It is worth it to increase your VIP to 1 for its benefit in Co-Op alone. There are 8 reward slots that open with increasing VIP. VIP 1 opens the GOLD slot. Otherwise the first slot is random (giving you a chance for gold).
Characters at 4 stars & level 40 Stage ~Gold per ”Reward Acquired”
0 Stage 1 ~260,000
21+ Stage 2 ~280,000
41+ Stage 3 ~320,000
61+ Stage 4 ~360,000
81+ Stage 5 ~400,000
101+ Stage 6 ~440,000
 
Epic Quest Missions
Memory Missions, Dark Dimension, Tracking, Veiled Secret, and Mutual Enemy will eventually become part of your "daily grind," but as a beginner focus only on farming Rogue and Beast from the X-men "Tracking" missions. It might also be worth farming Baron Mordo from Dr. Strange Memory Mission "Road to the Monastery" partially due to the extra obelisks.
 
World Boss Invasion (unlimited)
Your characters will be temporarily maxed for this co-op boss battle. Be sure to read and follow the requirements as best you can. Push the purple button when available. Slot boxes for later and then open them for random norns, bios, and other resources.
 
World Bosses
Gives black anti-matter, chaos norns, and bios for the black order (BO) characters. One of your primary goals of the game should be to beat world bosses as soon as possible. A few pointers:
Once unlocked and clearing 30/35 build up: Strange >>>> Corvus/Proxima > Odin/Dormammu/Jean >> Thanos > Ebony/Supergiant >>>> Black Dwarf.
World Boss Ultimate is ridiculously challenging.
 
Shadowland
A "transition" into end game content, but you can do it! Try your best to get farther each week. Floors 5, 10, and 15 reward bio selectors. These are my Six Pieces of Advice for Shadowland:
  1. Force low tier characters to clear difficult low floors. Save T2 for floors 10+
  2. Plan out all static floors (1, 2, 5, 21-25) but especially floors 22 and 23 (and floor 5 for a beginner).
  3. Keep Track of your Roster.
  4. Unless you want a specific reward avoid Waves, Rumbles, Reflects, Bleeds, and Spider-Army
  5. Keep Track of your Clears and Analyze for Improvement
  6. Have Fun, Take Your Time, and Good Luck!
First time clear rewards are incredible including rank up tickets, cards, awakened iso, and Black Anti-matter for Epic Quests and ranking up Native T2's.
 
Battleworld (1-10/day “when active”)
Occasional event that can reward bios, iso, obelisks, and cards. I would at least do one to get “on the board” and get some reward. It is usually good to max your participation if you can just for the gold participation rewards though which scale up with number of entries.
 
Alliance Conquest
Depending on the activity of your alliance you may be required (or encouraged) to participate in this incredible, interactive battle game between 3 alliances. It is reminiscent of the world domination game Risk).
It has two phases: the obvious Attack phase (3 times a day) and the slightly more confusing "prep" phase. During prep phase all you can do is revive defeated character with alliance tokens from the store or switch defending characters with crystals. It will be difficult to contribute much until you get a few 6* characters.
 

Comic Cards Offer Huge Team-wide Stat Boosts

Check out this awesome card guide. You want to work on building 4* cards with Skill Cooldown and Ignore Defense and then slowly replace those cards with 4*, 5* and 6* cards with Skill Cooldown, Ignore Defense, and Attack. Here are some great cards with "ideal rolls" from Comic Cards INFO:
Card (Acquired) Stat 1* (static) Stat 2* (static) Stat 3* Stat 4* Stat 5* Stat 6*
Loki (Loki Rift) All Attack Cooldown duration Ignore Defense Attack Speed All Defense Energy/Physical Attack
Marvel Zombies #2 (any Heroic Rift) Dodge Cooldown duration Critical Damage Ignore Defense Recovery Rate All Attack
Baby Groot (Groot Rift) Critical Damage Ignore Defense Energy Attack Cooldown duration All Defense All Attack/Physical Attack
Star-Lord (Yondu Rift) Ignore Defense Critical Rate Physical Attack Cooldown duration All Defense All Attack/Energy Attack
Avengers (Nebula Rift) Max HP Ignore Defense All Attack/Physical Attack Cooldown duration Critical Damage Energy Attack
Punisher #19 (any Heroic Rift) Ignore Defense Attack Speed Max HP Cooldown Duration All Defense All Attack
Civil War #4/Thor (Crystal Card Chests) All Attack Physical Defense Physical Attack Cooldown duration Critical Damage Ignore Defense/Energy Attack
 
It is very expensive to "unequip" cards, obelisks, and iso. Build them up in your inventory before you equip.
 

Character optimization for damage/survivability balance

First off: skills that increase by % (i.e. summons, buffs, and shields) should be upgraded.
 
Gears are built similarly for every character
Check this out for more in depth explanation, but this is the basics:
Gear 1st slot 2nd slot the rest
1 Energy/Physical attack per lvl "base" energy/physical or all attack "base" energy/physical or all attack
2 Physical defense per lvl Energy defense per lvl All defense
3 HP per lv HP per lvl or HP HP
4 Skill Cooldown in as many slots needed to get 50% Ignore Defense in leftover slots (until 50%) Crit damage, attack speed, or crit rate if both SCD and Ignore Defense are maxed
† You need to figure out if a character has attacks that base off of energy or phyical. From there you only want one or the other. A bit confusing.
Aim for 17/17/17/17 on characters you use semi-regularly and 20/20/20/20 on your main characters (required for T2 ticket).
 
Attack Iso Sets (OD, POAH, HE) tend to be the best in the long run, but heal (IAAG, SB) and Shield (DDE, BP) have their place.
As a beginner you will likely need survivability boosting until you can max your skill cooldown. It is easiest to roll Stark Backing (heal set), but I am Also Groot (heal set) is better. Drastic Density Enhancement is a shield skill that procs on attack. Binary is a Shield on Defense. As I've moved through the game I have found that I want an attack set (Overdrive, Power of Angry Hulk, or Hawk's eye) on essentially all of my characters. Note that Hawk's Eye can lead to redundant SCD and lacking Ignore Defense.
Don't equip fully awakened Iso unless you for sure want to keep a set (i.e. not Stark Backing, but yes OD or POAH). Equipping 3* or 4* iso on most of your characters should be fine. You can equip 5* and 6* iso on your main World Boss and Alliance battle hitters.
 
Obelisks ideally should have some attack stats and either a damage increase "1 attack" or an invincibility proc.
For Obelisk building start with:
and then upgrade/change option until you get a good proc. Ideally increase damage "1 attack" (any mode but especially XAB) or invincibility (any mode but especially timeline and alliance conquest).
 
Uniforms:
Never buy uniforms unless they are on sale (750 or less). I would not buy uniforms just for the sake of increasing the stats of another uniform wearer. There is always a benefit from buying a uniform for a character that you use, but there are definitely a few "game-changers":
 
 
Tier-2
T2 will always increase a character's overall power, but there are a few that are particularly useful. When looking to Tier 2 a character take particular note of how their skills may change and possible team-wide boosts.
Elsa, Black Bolt, and Carnage absolutely need their T2. They gain a damage immunity (invincibility for Carnage) on one of their skills which significantly increases their survivability.
Support characters have significant team boosts at T2 which may make their T2 of higher priority than other "worth it" T2's. These include Coulson, Warwolf, Groot, Wasp, and Mantis.
 
Skill Rotations
When using a character, the order of skills you use can have a significant impact on survivability and damage output. Try to prioritize higher damaging skills (usually 5, 4, and 3) and buffs (usually skill 5 or 3) while also preventing overlapping survivability mechanisms (damage immunity, iframes, guard-hit shields, and crowd control). As an example look at Sharon's skills:
Damage Immunity ... ... i frame
3 1c 5 2c 4(c)
Skill 3 starts the damage immunity. Skill 1 is a non-iframe skill. Skill 5 ends in an iframe and the beginning of skills 2 and 4 are both iframes. You could also just do 3-5-4 with similar reasoning. With the Starlight uni do not cancel skill 4 (the iframe/main damage is at the end).
I've compiled a list of skill rotations specifically for Shadowland, but also useful for any other mode. Keep in in mind that stun-type debuffs have no effect on World Bosses (other than Skill 2 "Charm" of Enchantress).
 
Uru are a huge resource sink-hole that become increasingly available to you from level 60-70
They can fill in the cracks of your character build after you have used up your gear options. Do not try to get mythic uru unless you are willing to sell your soul rather shoot for 4* and maybe 5*. Once you are at level 70 try the following algorithm:
  1. Fill all empty uru slots with worthless 1* uru (physical defense) then amplify until you have 3-4 shiny spots.
  2. Equip 2 attack uru (energy or physical) on each gear in the amplified spots.
  3. Max Skill cooldown at 50% (200=1%).
  4. Max Ignore Defense at 50%. (200=1%).
  5. Equip whatever you feel the character needs. Critical Damage/Critical Rate are solid options (boost at about 2:1 ratio). Attack speed is useful, but not for every character (shortens iframe time). HP and Energy Defense is great for Destroyer. Dodge might be useful.
If you only have a few slots available then I would focus on SCD and Ignore Defense, but recognize the uru you equip might not be there to stay. Amplifying is RNG (as most things in this game are) and you may end up with redundant stats (i.e. a slot with SCD or Ignore Defense gets amplified).
 

Lab upgrades (especially Item Shop) may have some value**

How much you actually want to upgrade these things is up to personal preference, but imho it is generally too costly. But you can get a second opinion
 

Quick Start Glossary

I tried to avoid jargon and acronyms specifically in this guide, but head over here for ones you will definitely come across.
 

Updates

submitted by aby_baby to future_fight [link] [comments]

An in-depth review of the "Ghost Mode" gameplay overhaul mod

As I'm sure you can all relate, the 10th Witcher Games Anniversary video brought a lot of feels. And with them came the itch to do yet another playthrough of my favourite video game. This time, to freshen up the experience, I decided to break from my tradition of only installing visual enhancement mods and look into the gameplay overhauls recommended on the sub.
To my surprise in-depth assessments of these mods were nowhere to be found. True you can look up detailed descriptions of what they change, but that won't give you an impression of how the changes work in practice nor an objective look at how they impact the overall experience. Thus the goal of this thread is to help you decide if you would enjoy using "Ghost Mode" for your next playthrough and to serve as a resource for posterity.
Note: the title of this post is no misnomer. This is a long read. If you already have an idea of what the mod is about and are just wondering "if it's any good", then feel free to skip to the TLDR rating section at the bottom.
 

Setup

First thing first, all the changes introduced by the mod remain true to the vanilla feel, flow and story of the game. There is no need to worry that the game you know and love will suddenly be unrecognisable, that you won't know your arse from your elbow. Secondly, I do not plan to rehash the full changelog in this review. Changes from Vanilla will only be mentioned if they are relevant to the point I am making.
Dsiclaimer: this review is written with the above in mind. I do not claim my experience to be completely exhaustive. For example, things which were difficult or annoying for my setup might be trivial for others and vice versa. Your mileage may vary.
 

General Gameplay

The mod has been implemented in a competent way. I did not notice any performance decrease compared to Vanilla and encountered no game breaking bugs. There was only a single major issue in 2.6 which was repeatable and highly annoying, but thankfully it seems to be fully fixed with version 2.7.
Immersion has been improved and the game world is more believable. Some examples:

Quests and Experience

The way the experience penalty works has also been changed. Previously you would get 100% of quest experience if you were at most 5 levels above the quest level, and basically 0% if you were 6 levels above or more. Now for every level you are above a quest the experience reward is reduced by 16%. This also works the other way around, you will receive an experience bonus for doing quests which are higher level than you.
This way you get the best of both worlds. You get to tailor the quest order to your liking, without having to suffer meta-gaming pressure, and at the same time Geralt will not end up overlevelled.
 

Combat

This is usually the number one reason why people recommend this mod and it is clear to see why. The author has implemented a great number of improvements to nearly all of the vanilla systems. Combat is more challenging and rewards players for their skill and preparation better. Geralt's overpowered traits and abilities have been toned down and your specialisation makes a much bigger difference to how you approach fights.
Overall, most battles are more fun with GM compared to vanilla. However this comes at a cost: namely the "realism", feel and flow of combat have all decreased to facilitate the above. Let's examine the 4 main areas where GM changes combat and evaluate them in detail.

Enemy behaviour

The first thing you will probably notice is that "all enemies have a reduced reaction time". The reason I put quotes around that phrase is because I don't know the actual inner workings of the mod and precisely how it has modified the AI scripts. Therefore I am just calling the effect as I saw and experienced it during my playthrough. The easiest way to describe it is: the time frame between you being in range of an enemy and the enemy starting their action is now much lower.
The primary effect of this change is an increase in difficulty. You now have to have faster reflexes in order to be able to dodge enemy attacks. Additionally, enemies will spend significantly less time in a hit recovery state after you land a blow. Which means that you won't be able to chain as many attacks as you could before, since your enemy will dodge/retaliate much more rapidly.
This change really shines when it comes to boss fights. The faster enemy reaction time forces you to play by the boss' rules and pay attention to their mechanics, rather than treating them as a higher health & damage generic enemy. To give a concrete example, let us look at the Olgierd fight at the burning manor.
In Vanilla you can easily beat him on Death March by ignoring the fight's mechanics. You simply position yourself slightly outside of his melee range and start a rend which he walks into. Then you follow this up with a quick dodge to the side to avoid the sand in the eyes and immediately start another rend. The boss gets locked in the above AI loop and you win pretty easily. The reduced reaction time in Ghost Mode counters this perfectly. By the time you are winding up your rend the boss, instead of walking into your sword, starts his own attack which targets where you will be after you swing and hits you before you can deal any damage.
So to beat him I had to actually play by the rules, which means conventional sword swinging is out of the question, especially as you also leave yourself open to a quick counter attack which kills you in 2-3 hits. The rules in this case are: counter his attack, swing once and go on the defensive. There are three different attacks he throws at you:
  • The red charge: when you are far away from him, it is the easiest to counter and the bare minimum required to win. If you can only counter this then you will win, but it will take ages.
  • The phase charge: is when he turns semi transparent and steps side to side. He only does this if your are slightly outside of melee range, so you have much less margin of error on your counter. If you are quick enough you can counter this type of attack with a close to 100% success rate, which means that a better player can defeat him much more rapidly.
  • Finally we have the slash combo, which he does when you are in melee range. This one is also counterable, but the reaction time is so small I didn't feel it was worth the risk. Especially because if you fail it and only parry you will be locked in that stance for a few of his hits which will drain your stamina significantly (and you cannot counter without stamina, but more on this topic later).
So as you can see from the above GM makes you pay attention to the intended mechanics and rewards skilled play.
The change to reaction time also has its downsides however, and they are major ones. Most notably, enemies which have extremely fast attack animations by default become unfair in melee combat. Especially if they are in a group. The best example of this problem are all of the insectoid type enemies like the endregas and the kikimores. Their attack animation is fast and when you pair it with an increased aggression and run speed it means that you literally cannot attack them preemptively. If you start any type of attack (without dodging one of their attacks or parrying first) they will strike you first, even if you were outside of their melee range when you initiated your swing. As you can probably tell fighting groups of these enemies is extremely annoying especially early on. Later you can cheese them by unloading your entire reserve of Dancing Stars & Northern wind bombs for some semblance of crowd control, but even that is like putting a plaster on an amputated leg. What's strange is that looking at past feedback numerous people have complained about these enemies, throughout the mod's life cycle. Yet the author has failed to address the problem, which is that they shouldn't have reduced reaction time in the first place. Such empty difficulty, only for its own sake is never good.
Another downside is that early on you cannot take on groups of certain enemies, like wraiths, nekkers or insectoids for example, without resorting to AI abuse. This probably only applies to the higher difficulties, but when the best way of beating groups in the early game is dragging enemies one by one to the edge of their AI leash it doesn't feel good. No matter how skilled you are in melee combat you cannot defeat such packs head on without numerous deaths, which doesn't make you feel like a witcher at all in those encounters.
Finally, GM also implements monster "dodge" with a much more heavy handed approach compared to Vanilla. All sorts of enemies will now dodge your attacks more frequently. This is yet another example of where combat quality was sacrificed in order to increase combat difficulty. I write "dodge" in quotation marks because normally the word implies that the enemy sees your attack and reacts to it by getting out of the way. This mod makes the enemies which "dodge" the most feel like blatant AI bots with rigid if-then logic in their script, which harms immersion. Some examples:
  • Enemies dodging mid attack, when it makes no sense for them to do so
  • Werewolves dodging while airborne in the middle of their lunge
  • Humans dodging attacks that come from behind them and they cannot see
  • Shrieker glitching into its "on the ground" dodge animation while flying, after being shot with a crossbow
  • Occasionally enemies dodging attacks while burning, sirens dodging when knocked down etc.

Skill Balance changes

A lot of adjustments have been made to the skill tree in order to improve how balanced Geralt is in combat. The changes can mostly be summed up by saying "baseline Geralt was nerfed". What that means in practice is that witchering aspects you do not invest points into will be significantly worse compared to vanilla. For example the signs, crossbow and damage bombs are a lot less useful for my mainly sword focused build. This is a good thing as specialisation encourages more diversity in your playstyle. Here are some examples:
  • Quen no longer always blocks at least 1 attack, regardless of how much damage it's supposed to absorb. Now it's no longer the combat crutch it used to be in Vanilla as it will only absorb the value of the shield and the rest of the damage will go through.
  • Poison and bleed effects are no longer extremely overpowered boss monster killers. Their duration and damage are significantly reduced to the point where 1 poison application is equal to about 2 additional sword attacks. Still good, but now balanced.
  • Crossbow & Bombs now only deal half damage if they were auto aimed. And of course manual aiming during combat is way too slow unless you have invested into the related skills. There seem to be a few minor bugs related to these items. For example manual crossbow shots sometimes don't bring big flyers down despite hitting them successfully. Superior Samum, manually aimed, dealing 5 (yes five) damage on kikimores.
  • In general overpowered skills have been nerfed (rend, whirl, euphoria etc.) while underpowered abilities have been buffed (crippling strikes, undying, counter attack etc.).
Overall the skill tree feels significantly more polished and we now have a lot more viable choices to pick from.

Defensive techniques (dodge, roll, counter, parry)

The way dodging and rolling worked in Vanilla was a simple binary check. Did you press the appropriate button before the attack connected with your character? If yes then avoid all damage, regardless of where your character ended up going (for attacks which can be dodged). And while this was still a big improvement from the second game, the i-frames were way too generous and the moves lacked any stamina cost. Which made it all to easy to just spam the dodge button and be invulnerable. GM changes this behaviour by also taking into account the direction Geralt moves in when dodging/rolling with respect to the enemy attack. Now if you dodge in time but still end up connecting with the attack, depending on the angle, you will take partial damage and debuffs based on what direction you were going in.
Parrying and countering have been significantly enhanced compared to the base game. Essentially now you can parry/counter nearly all attacks, those coming from monsters included. Taking counters as an example, you may counter light attacks just like before - by reducing all incoming damage - but now you retaliate against monsters with a "counter slash". This also applies to heavy attacks (including hammer and spear wielding humans) except that damage is reduced only by 50%. Both parry and counter now have a stamina cost depending on the attack you have deflected. This is a great addition to the game in my opinion. It plays perfectly with the risk and reward scale. Countering carries a greater reward because you spend your time negating the monster attack and dealing damage on your own, instead of just negating as you would with a dodge. However the risk is also greater because you confusing monster light and heavy attacks means you will take significant damage, especially if your build is not prepared for it. Yet another gameplay element where skill is rewarded.

Armour, stamina and different playstyles

Stamina management is now a big part of combat, rather than a mere afterthought with Tawny oil. The base regeneration rate is significantly reduced, all combat actions pause this regeneration for a short while and counter and parry stamina costs are increased. The armour you are wearing now also affects your stamina more than the Vanilla regeneration penalties. Light armour has no penalties and increases stamina regen, medium armour introduces a stamina cost for rolling & sprinting and heavy armour has stamina costs associated with rolling, dodging and sprinting.
Armour now plays a much bigger role in the game thanks to its significantly increased damage absorption capabilities. Plenty of enemies now have high armour values which also makes the armour penetration stat on swords better. To help with this, your heavy attacks now have a significant amount of armour penetration by default. This means that quick attack spam is no longer maximum dps against all enemy types and you will have to mix in heavy attacks much more frequently. Some enemies like golems are so heavily armoured that using quick attacks against them is basically pointless. Similarly, high armour values on your gear now make a big dent in the incoming damage whereas in Vanilla they were useless and the only thing that mattered were the resistances on the gear.
Both of these changes together translate into very distinct melee combat playstyles depending on which Witcher set you are wearing, which is one of the best features of GM for me.
  • Light Armour: the Cat set provides the combat experience which is closest to Vanilla DM, with a few important tweaks. Firstly, because you have very little damage reduction, Quen is practically useless. It won't even fully absorb a light attack from a drowner. This combined with the change to the defensive techniques means that you actually have to be quick on your feet and good at dodging, you can only rely on your own skill. Secondly you can also mix in counters for increased dps once you are familiar with the attack patterns of the enemies. However you still have to dodge heavy attacks due to your lack of defence. This makes the Feline armour playstyle a skillful dance combining counters & dodging which is extremely fun, especially against bosses and small enemy groups.
  • Medium Armour: the Wolf set is a bit of a jack of all trades, master of none. It has less damage compared to the Cat but more defensive stats and armour. This essentially means that your playstyle is similar to the Cat but you reduce some of the risk and settle for a lesser reward. You still can't afford to counter heavy attacks, but at the same time the stamina penalties for sprinting and rolling are mostly irrelevant as the latter is only necessary to get out of the way of enemy AoE attacks. As a result you will be safer against large groups compared to the cat but will have to settle for reduced offensive capabilities.
  • Heavy Armour: the Bear set in GM presents a markedly different combat experience compared to vanilla. The quickest way to describe it is as an "immovable object". The stamina cost for dodging means that you will spend all of your time holding your ground and countering ALL enemy attacks (apart from AoE). The high armour value and damage resists mean that you can shrug off heavy attacks with ease. Combine this with talents that use adrenaline to heal you and an Ekkimara decoction to create a true tank build. However, due to the slow stamina regeneration signs are pretty much out of the question because every sign costs 10+ counter attacks leading to a big dps loss. This playstyle is extremely fun against groups of enemies because it allows you to combine defense with offense and simultaneously negate enemy damage. It also has its weaknesses - namely big enemies and bosses who make heavy use of area effect attacks, such as Griffins and Imlerith for example. Overall I didn't spend much time testing this playstyle in my run, but I found it very satisfying and fun. Definitely keen on using it for a complete playthrough in the future.
 
Another highlight of the GM combat enhancements are the 1v1 fist fights (seriously). They are much more challenging, fun and skill intensive due to the reworked stamina system. In Vanilla these were pretty formulaic - keep your distance from the opponent so that they only lunge with a heavy attack, which is easier to counter compared to the fast jabs. Counter it, throw a one-two and then rinse and repeat. In Ghost Mode you no longer have the stamina to consecutively counter all attacks and must spend some time in between counters to recover, which introduces a great deal of tension and makes the fights more skillful. Remember, dodging pauses your stamina regeneration so you don't have an easy way around this. Especially as many arenas are quite small which make this process challenging. Furthermore blocking jabs costs significantly less stamina, so if you're confident in countering the opponent's fast attacks you have a great opportunity to skill display. In addition group fist fights are a lot easier compared to Vanilla, because the opponents aren't health sponges. This is another great change in my book as those were pretty tedious and the fist fight system doesn't really work great for group combat.
 
Finally, to finish off this section, I would like to spend some time looking at enemy balance in the Blood & Wine expansion. There were several problems with it in my opinion, which overall decrease the quality of the experience.
  • Giant centipedes deal too much damage. Yes they are generally easy to avoid, however them one shotting a character in master crafted Feline Gear + Quen + Superior Insect Oil + Protective Coating + 600 hp green mutagen at full life seems excessive. I'd suggest a 30% damage nerf. For comparison, level appropriate Giant Centipedes hit harder than red skull cyclopses and werewolves.
  • High concentration of monsters which work badly with the reduced reaction times due to their instant attacks.
  • Arachnomorph damage seems to be balanced against them hitting you once when most of the time they double tap you, which enables 1 small spider to pretty much instantly kill you from full life if you make a mistake. Damage should be reduced by at least 40%.
  • The two Guardian Panthers in the Professor Moreau quest are extremely overtuned for when you face them and, as a consequence, require extremely cheesy strategies to beat.
  • Alps are probably the hardest enemies in the whole game. Thankfully you only have to fight them twice. The first one's alone and she's manageable, but the second involves you getting tag-teamed by a Bruxa as well and that one is quite painful. It's a good thing Dettlaff can mind control other "lesser" vampires, because otherwise one of those ginger vamps would easily wipe the floor with both him & Regis at the same time.
 

Items and crafting

  • Witcher set bonuses now scale with the number of pieces equipped rather than being binary. Bonuses also apply from the lowest set tier and not just Grandmaster level. This is a good change in my book as they diversify your combat style from an earlier stage of the game. Set swords are no longer the best weapons for their level requirement, so exploring the world and doing contracts for relics feels much more rewarding.
  • The weapon & armour upgrade kits, sold by master craftsmen, are a great addition to the game. They allow you to increase the base damage/armour of your equipment by increasing its level requirement by 1 (i.e. the Aerondight effect). This enables you to make use of those special relic swords like: Hjalmar's Steel Sword, Pang of Conscience, Blade of the Bits, Winter's Blade etc. from the moment you obtain them to as long as you wish. This means that you must only pick a weapon based on if its secondary stats have synergy with your build, and this opens up a lot of choices and min-maxing.
  • Speaking of special relic swords, these now have significantly improved secondary stats which makes them stand out from the generic random relics. Depending on your build you will probably end up using one of these for most of your playthrough. It feels great to get a "special" sword reward for a quest which is actually useful and not vendor fodder like in Vanilla.
  • Equipment crafting now requires significantly less materials, so you are no longer forced to dismantle an entire army's worth of arsenal to craft something. Unfortunately the craftsmen will now rip you off much harder, comparatively to Vanilla, with their fees. So if you want to unlock all the levels of the Runewright and deck out Corvo Bianco in the various Witcher sets you will still have to pick up and vendor massive amounts of loot.
  • Crafting costs of random weapons in the early game, before you can access sets and contract relics, are prohibitively expensive.
  • White Gull isn't so difficult to produce anymore as it doesn't require Redanian Herbal and you can craft the Mandrake Cordial yourself, white honey now comes with more charges - both are nice QoL changes.
  • Potions and bombs require significantly less ingredients, so theoretically you would need to spend less time picking flowers. However considering that you could buy most of these cheaply from herbalists in the vanilla game (and still can) this change is more or less irrelevant in practice.
Cooking recipes are a good addition to the immersion in my experience. A witcher on the path should be able to cook himself a meal while squatting in some untamed wilderness. Unfortunately, in practice I did not use these recipes at all after leaving White Orchard. There are a few problems with the current implementation:
  • Food & drink healing is not balanced according to the amount of ingredients required to produce. For example, right at the start of the game you can learn how to make apple juice which is in the top tier of drink healing and costs next to nothing to make, in contrast with other much more expensive drink recipes which very often heal for less. Food recipes require way too many ingredients (the vast majority of which must be bought) and offer sub par healing in comparison.
  • Human enemies in Velen and onwards drop way too much food, often between 2-3 pieces each. Why should I waste money buying ingredients and cooking when I could obtain something nearly as good for free?
  • Coking recipes are too expensive for what they offer. They could use a 50% coin cost reduction across the board. Food recipes should require less ingredients. There should be more distinct healing "tiers" for different food & drink, less total recipes and bandits should drop less grub to incentivise people to interact with the system.
 

Nitpicking

  • Enemies focusing more on NPCs during combat (if present) makes certain escort quests significantly more annoying on Death March: namely the Black Pearl and the Skellige mine clearing duo. Those NPCs could use a buff to their survivability.
  • All wolves/dogs & boars are significantly weaker compared to the vanilla game. Probably a design decision, but it feels out of place since all other enemies are harder. Wolves in the Land of a Thousand Fables do have level appropriate stats unlike all their siblings for some reason.
  • Kinks to the extra books/notes feature: fist fight quests keep giving you the same note after a brawl for every brawl, many texts are given out at weird times. For example, right at the beginning of some action sequence.
  • Early game bosses and contract monsters (level req < 15) could use a modest health reduction to prevent boredom. Later on the only enemy that felt too "health spongy" was Iris' nightmare. Those Olgierds could use a health reduction because at the moment the fight is quite repetitive, lacks the atmosphere of the burning manor fight and so becomes a bit tedious.
  • The base Yrden duration is too short and makes fighting Wraith bosses extremely tedious early on, until you get Enhanced or preferably Superior Moon Dust.
  • Superior Cursed Oil now requires berserker skin which is not obtainable in Skellige if you investigate the massacre with Ceris. Previously there was a bug where berserkers spawned near Kaer Morhen, but this seems to be fixed in the newest version. The only place I found berserker skin in the whole game was in the Borsodi vault (?), dropped by one of his guardsmen (??). Either put a copy of the ingredient somewhere in the Vildkaarls' village, or change it to some other more lore appropriate place. The current location makes no sense.
  • The inventory weight system is at best a sidegrade to Vanilla. Yes, it is unrealistic that Geralt is able to hold all these weightless ingredients in Roach's saddlebags. So this mod now gives them weight and forces you to regularly deposit all your ingredients in the stash. Then to access them more conveniently every time you are at an appropriate vendor (alchemist/blacksmith/armourer) Geralt is able to telepathically access said stash to obtain the ingredients. To me it seems like one unrealistic element was simply replaced with a different one equally as unrealistic, so what's the point?
    • In all fairness you can reduce the weight of all items from the mod options, but that slider leads to even more immersion problems. Because if you wish to compensate for the weight on all the ingredients you have to turn up the slider so much that all the swords and armour now weigh practically nothing as well. A better solution would be keeping the weight slider and adding a check box for "Zero ingredient weight", or just using the vanilla weight system because the current implementation isn't a clear improvement.
  • I find the name of the mod to be a bit unfortunate, since it has nothing to do with any of the content. Makes you wonder if it's one of the reasons why it is not more popular.
  • Grapeshot seems to deal insignificant damage to higher level enemies. Superior version of it hits arachas for 5 damage with an aimed shot for example. Even without bomb talents it shouldn't be this weak.
  • Aerondight has lost a great deal of its unique flavour (all items can now be upgraded) and the nerf to its secondary stats was too great. Before it would give 10% attack power per stack, up to 10 stacks, now this has been reduced to 5% crit damage. For comparison, random relic swords can spawn with 60%+ critical damage and have 4 other secondary stats as well. Not to mention free sockets, which cost ~8000 gold for Aerondight. Finally, while the bonus at maximum stacks is still great it's now harder to maintain due to the decreased enemy reaction time, is basically non-existent against all the instant attack foes (and for heavy armour builds) and has overlap with several consumables (thunderbolt potion & oils now give crit chance) and talents which reduces its effectiveness even further. Overall the sword feels underwhelming and not worth using.
  • Olgierd's sabre, Iris, no longer gains charges when enemies block your attacks and doesn't buff the damage of the fast attacks. To compensate it now deals 10% of target's maximum life in addition to the other bonus damage when charged. I was very excited to use this sword with the new item upgrade kits and was left moderately disappointed. The life loss penalty is still too big and basically forces you into using Katakan decoction which doesn't feel great. Furthermore, to charge the sword you must deliver 3 successful fast attacks in succession. Against armoured enemies this feels horrible as you're effectively whacking them with a wet noodle until you can charge the finisher. In addition, humans are much more likely to dodge your attacks compared to before causing you to often whiff on the charged strong attack while still paying the health cost. Overall the sword is still worth using and feels satisfying with the Severance runeword, however I would like to see some quality of life change: for example halving the health penalty.
  • This mod breaks the following achievements: equipping a full witcher set (Armed and Dangerous), equipping all the grandmaster set pieces (Dressed to Kill), equipping Aerondight (Embodiment of the Five Virtues). Tested on GoG. Probably irrelevant for 99% of people, but worth mentioning.
  • The Undvik set has less armour than the basic Feline set, despite having a higher level requirement and being heavy armour.
  • Superior Full Moon heal, based on current toxicity, either does not work or heals a minuscule amount.
  • Kill count bestiary section feels a bit too arcade-y and gimmicky for my tastes. Would prefer it hidden at the bottom of the list and collapsed by default or, better yet, an optional toggle in the mod options if possible.
 

Scoring (TLDR)

I will now attempt to rate this mod based on an arbitrary scale I just made up. A score of 5/10 means that overall the mod neither improves nor deteriorates the experience when compared to the original game. A higher score than that is good, lower is bad.
  • -1 for the fast reaction times on enemies with instantaneous attack animations (and the fact that this hasn't been fixed for so long) and the balancing issues of Blood & Wine.
  • -0.5 for the overall lowered quality of the combat experience: namely its feel, flow & realism.
  • -0.5 for all the points listed in the Nitpick section.
  • -0.5 for the experience penalty system which promotes meta-gaming and for the subpar support of the NG+ mode
Overall: 7.5/10. Despite the occasional hiccups I thoroughly enjoyed my playthrough with Ghost Mode. I found the mod to be an overall improvement to the base game and definitely recommend it.
 

Never Asked Questions

Q: What difficulty should I play on?
A:
  • You are looking for a similar challenge to vanilla Death March or early game B&BB, to see if you like the other gameplay changes? Story & Sword. If you don't care about the combat then I would suggest that you also reduce monster damage from the mod options.
  • You played on Death March from level 1 and found it too easy? Blood and Broken Bones.
  • You played on Death March from level 1 with self-imposed limitations such as: no Quen, not using set swords, deliberately skipping some of the best talents and found it too easy? Death March.
 
Q: What build did you use?
A: Combat/Alchemy - GM Death March
I went for delusion & poisoned blades first. Muscle memory & strength training second, then back to alchemy for protective coating, afterwards filled out the combat tree. Undying was only equipped once the first B&W skill slot was unlocked and I could move an alchemy skill there, on lower difficulty levels I would replace it with Razor Focus. Delusion is optional. I pick it mostly for RP reasons although the extra stamina regen is nice, especially early on. If you don't want to use it then replace it with the Synergy skill from the alchemy tree.
 
Q: Any other interesting stats/tidbits from your run?
A:
  • Hardest 1v1 fight: werewolf outside of the Whispering Hillock, ~10 deaths.
  • Other boss fights with number of deaths in parenthesis: WO Griffin (1), Imlerith (2), Toad Prince (0), Olgierd (3), Caretaker (1), Olgierds (2), Caranthir (0), Eredin (1), Dettlaff (0)
  • Hardest group fight: arachas cave south west of Harviken on Faroe, 8 deaths.
  • Found the "Tor Zirael" sword for the first time ever in 4 playthroughs, not sure if finally lucky or spawn chance increased in the mod. Unfortunately, stats wise it's still rubbish.
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90 - 95% Winning Binary Options Strategy - 1 to 5 Minutes ...

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