Biblical Titles and Names =/= Correlate to Biblical Representation

Simply stated in the title.

There's so many Powerscalers that say "But he's an angel" and assume that the spoken "Angel" is of divinity, biblical, unquestionable righteous power blessed with the power of God himself.

Example:

LOTR balrog's "he's a fallen angel" and then trying to powerscale 'em to a real Angel's power level.

That's not how these fictions work. Let's try to help others understand that unless the lore of a franchise states otherwise, these titles are not to be taken at face value.

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u/yamomsahoooo — 9 days ago

Been closing out games fast with Hull

https://preview.redd.it/ydem04rgthdh1.png?width=450&format=png&auto=webp&s=5962badea7ee3581123630ff245deff888edba8a

Rav Hydra + Rav Boots are the absolute best for Trynd hands down. After that you ideally want a zeal. Finishing PD is just: 50% as, 10% crit, 6% ms for 1450g. While valuable in stats, that's half of hullbreaker. Hull is one of Trynd's best performing items oddly enough, as it synchronizes with his playstyle completely. The proc stacks on minions and pops on towers or champs.

https://preview.redd.it/je53bmeduhdh1.png?width=2215&format=png&auto=webp&s=68892010b5d8d17196ed24a48d1cb05ffadc7932

It's definitely an option and a good one at that for Trynd.
If I can't build to win lane vs say a gragas or something of the sort, I like to get hull after rav and just push towers. It's very difficult for an opponent to take you down through the health pool Hull provides while sustaining with Rav hydra. Dbow + Daggers as components + Alacrity/shard gives a lot of AS to synchronize with both hydra and Hull.

I like it. Not my go-to item everygame but definitely a fun item that provides a TON of siege damage.

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u/yamomsahoooo — 10 days ago

EOMM is infecting everything

EOMM (Engagement Optimized Match Making) is the worse thing ever but it's infected everything. In the past when you were good at videogames you would feel good at videogames. You'd be "pwning noobs" and having a blast, then when you meet another sweat you both compete for top spot. Now we have EOMM in everygame and it's just that much harder.

Take for instance the following:
Clash Royale, where players with one set of cards will be matched against players of another set of cards. When at 49% wr the guy with the beef stick deck will face a deck he completely counters, resulting in an easy win. At 51% wr he will face a deck that completely counters his. Example: If you're running a deck centered around 3 musketeer's the enemy will have meteor for them. Skele-army hit by goblin conversion, etc.

League of legends, where Nasus OTP will be faced against Vayne, Velkoz, etc or a Tryndamere OTP will face against a Malphite OTP. If you don't play league, these champions counter the initial stated champion.

While EOMM isn't a guarantee that you will lose, it's the algorithm actively working against you to bring you back to a 50% winrate. This feeling feels absolutely horrible when you put in a ton of effort to win suboptimal matches above 50% wr only to eventually have a bad day (This is known as tilt/tilting) and just lose, lose, lose on repeat.

I prefer the old match making system. Find random dudes and throw them at each other. It was way more fun that way.

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u/yamomsahoooo — 16 days ago

LDR 2nd everygame

At this point it's become a staple for me to get a team that sees "Oh shit we have Tryndamere! Time to lock in an AD champ to synergize with all ad and get 5 enemies that rush steelcaps + armor items". Just solo queue things where teamates seemingly don't consider comp at all.

For me though? I find LDR 2nd to do the following:

1). Rav Start -> Amp's damage + penetration, giving far more weight to the lifesteal, AD and value. Alacrity/As shard/Zerkers do a lot of the heavy lifting on AS and the Arpen allows better tower taking than PD.

2). Essence Start -> Amp's burst, sheen proc and penetration. Also provides the other 25% crit we need for 100% crit, thus providing more burst, sustained dps, pen, and a dmg multiplier vs beefier targets for short trade chunks on them.

3). Target aquisition -> EVERYBODY including adc's and mages has some sort of bonus health, somewhere in their kit. The extra % damage is nice and having LDR means targets that are normally road blocks are now optimal kill targets. That lvl 8 thresh with support item, knights vow and a couple ruby crystals that's tanky as shit? Yeah, that guy's easy asf to kill now. That Tabis/Heartsteel + half item ksante? Free food.

I've tried and tried to avoid LDR as a 2nd item and push it further into the build and it just doesn't work. Unless there is absolutely no armor besides base scaling stats AND you're fed you should really build LDR 2nd.

We constantly get annoyed by the CC that hits us when we can just build to kill the guy CC'ing us, on repeat.

Food for thought.

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u/yamomsahoooo — 18 days ago

Thoughts on Build?

https://preview.redd.it/qt2gbw6jzbbh1.png?width=854&format=png&auto=webp&s=0e50303019e185e979e1845b6b082712bc7ca2f9

Sheen + boots first back ofc

2 cloth's into steel sigil (if you need it for match up) or SV rush (if needed for matchup)

Protoplasm -> Immortal Path -> SV -> DD -> EH -> Finish Triforce

At full build we should have 90% lifesteal on takedown When below 40% hp (while Last Stand is in full effect)

Protoplasm should heal for 1.66x more than it normally would (Revitalize x Immortal Path x Spirit Visage)

We have Protoplasm healing, DD healing, Excessive lifesteal amplifiers and healing amplifiers and respectable resistances without ult and more than enough with ult. We also have 86 (+15 from legend) ability haste at 4 items.

Edit: Oh yeah, also heals and shields casted on you are 1.66x stronger, so if you have a Karma, Raka or any enchanter support good luck to the enemy team with putting you down.

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u/yamomsahoooo — 21 days ago

Mid Trynds: Consider Nashors

With Immortal Path's +15% bonus healing and Revitalize's 15% you get +33% healing on Q. With the 80 AP from Nashors that 300 q heal goes up to 527 at level 9. Enough to survive fully charged towers and more than enough to boost sustain a ton.

Only 350g more than PD, you trade off the crit and movespeed for 15 ah and a ton of AP + some great on-hit damage. It's really quite a nice purchase to consider.

Would NOT recommend when not building Immortal Path/revitalize.

The AP gains a ton of value with this double sustain set up and is pretty weak without it.

Build would look something like:

Nashors->I.E -> LDR-> Endless Hunger-> Death's Dance

Nashor's acts as a pseudo replacement for both Rav hydra/PD and Essence Reaver providing sustain and attack speed + some nice ability haste. Not amazing at any of the 3, it fills a gap while allowing you to still build into what you want.

A plus is that it throws off the enemy team to thinking you're going AP Trynd, which is an option via guinsoos/dusk and dawn/bork/terminus giving you the ability to cut through many frontline enemies, and HoB with this set up allows Dusk and dawn + 3 HoB autos to proc guinsoos fully. Total magic on-hit dmg is over 100+.

Nashors is just a really nice opening item with build variation differentiation that allows you to pivot into any build. Consider the option. It's not great in everygame, or even most, but when it's good, IT'S REALLY good.

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u/yamomsahoooo — 21 days ago

What am I supposed to do here?

https://preview.redd.it/or9t4qteas9h1.png?width=1586&format=png&auto=webp&s=5aeecde1c4caa17743a2aa401643903bb6ae34b5

Screenshot seems pretty self explanatory. Team was a non-factor at all so entire enemy team built to counter the only threat (me) on the enemy team. CC chained into oblivion. Not sure if it's even winnable.

Is there a specific build I should have deviated to or a specific player I should have focused on?

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u/yamomsahoooo — 28 days ago

I believe Trynd's Crits/fury mechanic actually reset the crit-smoothing system.

After waking up from a nap I reviewed footage of a loss streak. Murphy's law in full effect.

I had game defining moments where I would seemingly not crit for 10+ or 15+ autos at 50% crit chance.

I think to myself "No way am I experiencing bad luck to the point of 1 in 100k chance". Also thinking "Isn't there a system to guarantee crit after so many autos?"

Point: If Trynd engages without max fury, every instance change of fury resets the crit smoothing system (your crit chance on a target you didn't crit goes up until you score a crit).

So I asked chatgpt what's up

https://preview.redd.it/ma72g8f3b59h1.png?width=635&format=png&auto=webp&s=7c39c332ed633deca89d8a455bd016fcb68bb217

This makes more sense to answer questions like "man why do these Trynd YouTubers crit 5 times level 1 and I don't crit once over 10 autos?"

The one thing I noticed in the games I reviewed:

All the strings of bad luck (mind you not criting 9+ times in a row with 60 fury IS horrible luck) were the result of engaging a fight without max fury. Most of these fights I have a solid 60%+ fury, which means you will go 10+ autos before you hit max rage and crit smoothing even starts taking place.

We can do the math:

At 30% crit chance: 0.3 chance to crit going up to 0.5 chance to crit. Take the inverse for your chance of not getting a crit:
0.7 * 0.675 * 0.65 * 0.625 * 0.6 * 0.575 * 0.55 * 0.525 * 0.5 = 0.00956.

60f vs 65f vs 70f vs 75f vs 80f vs 85f vs 90f vs 95f vs 100f <--- fury at each calculation

That means you have close to 1 in 100 chance to not crit once in 9+ autos if you start a fight at 60 fury.

Though that level of shit luck seems low, it's still very much so possible. Of course the counter to this is to just stack your fury up more before taking any fights and know that if you need a crit you better damn well have max fury or else you are playing major gambling with your life.

Edit:
A few take aways to remember from after reading this thread:

1). NEVER EVER Use Q to heal in the jungle! Ok well maybe not never, but if your current goal is clear speed, don't do it. It's not just the loss of a few ad from Q, but even at the most populated camp chickens, if you q heal before a crit + spin you end up getting +60 (all 6 kills) +10 (crit) +10 (spin hitting 5 remaining chickens) = 80 fury, so your next 4 autos even after doing it on the most effective camp become TRUE RNG. Chickens/baby krugs are the most effective to heal off of though.

2). Don't use Q in lane when trading unless you're for sure done trying to smack on your opponent or you've lined up the wave to give you a big fat amount of fury so you aren't resetting to 0 and moreso resetting to 70-ish.

3). If you want assured/guaranteed crits you realistically only want to engage at max fury. Everything before that is pure random/rng.

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u/yamomsahoooo — 1 month ago

Shieldbow Mid Build

Just tried this in a normals game but the enemy team was trolling.

Here's the build for midlane:

LT + Revitalize/Demolish

Ravenous Boots -> Rav hydra -> EH -> LDR -> DD -> SB

But the 3 items after we deviate:

Shieldbow 3rd which provides a 1.265x bigger shield than it normally provides due to revitalize and greaves +15% healing and shielding.

Death's Dance 4th which provides anti-burst that is guaranteed to burn through shield bow's shield. With 30% mitigation from DD and 38% (30% x1.265) max hp shield from shieldbow our effective anti-burst HP get's increased to 1.794x our base health, giving us the ability to face tank up to 5,000+health before lifesteal, death's dance and Q healing are factored in which are all amplified by 1.265x more healing when below 40% hp. With the lifesteal of Rav hydra alone we're able to do a TON before having to press R. Then even after ulting our Q will heal us for 380 hp which is more than enough to survive a fully charged tower shot with death's dance. We haven't even gotten into the post-kill lifesteal/omnivamp being at 34.1% pre-kill and 53.1% post kill.

Great healing, great shielding, great damage. Very fun and enjoyable build. Very effective aswell.

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u/yamomsahoooo — 1 month ago

More Trynd Tech

https://preview.redd.it/j8g02zjhs78h1.png?width=700&format=png&auto=webp&s=67fe1ae256f1d3f251c0a4b0a3d809e8ef6b236a

https://preview.redd.it/qqrsckgks78h1.png?width=1113&format=png&auto=webp&s=a8086ba6dfc55da5593f038a56589fdc4a69e26b

Been blasting this build in P1/Emerald 4 and dominating with it. Having a blast.

This one is quite interesting:

On Trynd Jg:

I.E -> crit cloak -> EH -> Voltaic ->LDR -> DD

Runes -> HoB traditional runes

Farm speed is quite high by taking advantage of passive + I.E and the crit cloak gives so much value cuz of the I.E rush you just sit on it until way later when you need the % arpen. The early EH gives you the mobility to stick, the voltaic removes anyone's ability to kite + 9% current health dmg proc to your burst + 25 lethality to your burst, which is on-par with LDR's arpen by mid game, delaying LDR for even more arpen.

I still enjoy my last 6-item cashback-centric no boots build, but it really performs best into melee comps of brawlers, bruisers, fighters and guardians where you can 1v5 under unique circumstances such as stacking LT/Terminus/Jaksho on their frontline front-to-back with minimal damage taken and then diving their backline/midliners.

This build foregos all of that shit and gives strong farm speed right out the gate, with high map-presence, mobility, and heavy squishy-smashing. It utilizes the highest Tryndamere winrate items in the highest winrate build order to make for a strong and compelling build.

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u/yamomsahoooo — 1 month ago

[Discussion] Thoughts on Selling off all your common junk early to make space?

I'm talking toy cars, fans, etc

All the common junk that's used to craft normal +3 outfits and +3-5 weapons that are so common and easily obtained you can just find them with any random dweller in the wasteland.

Personally I've been doing this more and more and I find it a better alternative to non-stop storage expansion. I'll equip every dweller with mid-tier sawed off shottys and just trash all the completely worthless shit like 0-1 dmg bb guns and the sort.

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u/yamomsahoooo — 1 month ago

[Discussion] "Don't level up your dwellers until you have 17 endurance" is a half truth. Here's good advice for newer players.

This is a bit of advice that is only a half truth which often does more harm than good imo for newer players. I found myself in the same trap of being perpetually broke and unable to handle my own vault.

You are far better off simply labeling your dwellers/units with the Endurance they had when you started leveling them. The goal is to level up your dwellers to 50 with as much endurance as possible when leveling them, however this is usually not possible in the early game, and that's ok.

How I like to build up my vaults, especially seasonal vaults or newer vaults:

Label characters based on Endurance to level + Surname.

Example: E13 - baker, E14 - baker, E15 - Schwab, E17 - Turok,

Advice for newer players who are where I was a few months ago: Don't worry too hard about "Perfection" because building up your vault and making your vault more powerful is better than trying to perfect every little thing.

Also there are a few important breakpoints to be mindful of:

39 -> 40 Feral Ghouls

They'll start to attack your vault, high damage and radiation for someone rushing through.

49-> 50 Radscorpion attacks:

The hardest and most difficult of incidents start to happen at this point. Radscorpions drain power at an insane rate, are tougher than deathclaws and pop-up in any random room of your vault, oftentimes in abandoned storage floors and the sort. They also generate lots of radiation too. It's a good strategy to rush rooms relentlessly before this point to

59 -> 60 Death Claw attacks.

They're not very scary as they rush through your front door and are predictable. Top floor, next floor and so on and so forth. The highest dmg and health of any enemy in the game though, but 0 radiation. Just make sure to keep some stimpacks on you at all times so you're not caught with pants down.

Advise for handling any attack though: Keep some stims and radaways, usually 10 and 10, for incidents. Arm your vault with stronger weapons from highest floor to bottom floor. Keep your best gun (for vault defense) available at all times and swap it out with the weak bb gun on a dweller in a room where random attacks happen so the incident can be dealt with quickly then swap the gun back out.

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u/yamomsahoooo — 1 month ago

Never had so much fun in my life (Trynd jg build)

I haven't tried this build or playstyle in high elo, but holy shit is it amazing for carrying low elo. This build goes unreasonably hard and is just fun as fuck. 2.7 attack speed, high AD, 100% crit, 270 armor 150 magic resist, endless hunger's 20% omnivamp kicks in when jaksho + terminus stacks are at their peak.

I was multi-killing like crazy with this build. It's so freakin fun. Cash-back makes 6-item builds viable and PD + Movespeed shard makes your baseline movespeed without boots more than fast enough. For those wondering where is our last whisper item, terminus is our armor pen item.

Edit;

To answer a few questions:

1). No tiamat? wtf?

Armor provides JG pets with twice as much damage than ad does. This means DD gives JG pets 160 bonusAD worth of damage.

2). No boots? wtf?

The MS shard + T1 boots allow you to forego diverting 800/900 gold on a non-legendary-item. After T1 boots we have 379 MS, increased to 394 with zeal and 416 with PD.

Edit 2: Currently 8 games played with this build, and all 8 games with this build were won. Hard carry. Stomped the enemy team. "But maybe you got lucky with teamates"-> Turbo feeding botlane in 2 of these games, troll shaco top in another, feeding anivia mid in another, 11 death turbo inting illaoia top in another, vayne top/yasuo mid vs 3 randuins users in another. Got counterpicked by Nasus/Kench with exhaust/rammus/nafiri/ashe in my latest, went 17/5/5 and I was 1v2'ing Nasus + Rammus at the same time. Rammus couldn't handle the all-in at all, even fully bricked up on armor and proper kiting.

The build works really REALLY well and can cut down even the hardest of counters.

u/yamomsahoooo — 1 month ago

This is the tech

This is the tech. So fucking strong. Gold efficiency is maximized. Build path is top tier. At no point do you struggle. I usually go vamp scepter into ravenous greaves if I'm crushing lane, and build only longswords (up to x5) until I have a lead in lane.

Rav Hydra -> Yun-Tal -> LDR -> DD -> Last item

I.E is out of style, the raw damage isn't nearly as much as it was in prior seasons and other item's utility and value outweigh it.

Yun-Tal/PD are very high attack speed crit items we build to get the dps needed for in-combat vampirism with raw dps while other options like ER might provide more utility having an attack speed item synchronizes much better with combat vamp.

u/yamomsahoooo — 1 month ago

Build Order Discussion

I'm making this discussion to make a claim and back it up and hopefully we can have a discussion regarding the claim.

Claim: For Trynd I find build orders to always follow the same path:

First item = Starter item

Second item = Has to be crit item

Third item = Follow up item

Fourth item = Has to be 2nd crit item

Fifth item = Finishes up the missing stat of your build.

Example:

My favorite jungle build: Kraken -> PD -> Bork -> LDR -> Guinsoos. Does loads of damage with L.T Trynd and it's damage bypasses Tabis + Randuins.

Profane -> Collector -> LDR -> E.H -> Voltaic

Rav Hydra -> Yun-Tal -> Endless Hunger -> LDR -> Death's Dance

Essence Reaver -> LDR -> Endless Hunger -> Death's Dance -> I.E

With all the successful popular builds we notice the same principles for Trynd building them. Get crit asap after first item spike, then cap crit asap after 3rd item powerspike if that 3rd item holds more value than rushing crit cap.

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u/yamomsahoooo — 1 month ago

American Minimum Wage

I am not a fan of minimum wage in the slightest, as it forces companies to pay a market minimum resulting in job loss, far more stress on the worker (I recently worked a fast food joint for few weeks before quitting just to see how it is now vs when I held mine 20 years ago) which is SOOOOO much worse than it used to be, and overall makes people work less, work harder, and get treated like slaves while at work.

HOWEVER

I will say, I think our government is completely fucking retarded. Why the hell can't they set the federal minimum wage to what it was in 1960 and keep it at that but with 1 teeney tiny little clause...........ADJUSTED FOR FUCKING INFLATION!

State minimum wage just drives business off to another state, while federal minimum wage changes adjusted for inflation paired with national tariffs to enforce companies to stay in the country or pay massive taxes to us to do business with us if they do choose to fuck off would result in our nation having a fair minimum wage that would result in liveable wages for all jobs.

P.S Fuck tipping culture, Pay your god damn workers.

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u/yamomsahoooo — 2 months ago

Really liked this build in the jungle

Kraken - Yun-Tal - LDR - Bork and E.H

HoB traditional runes

This build path feels great. Kraken is universally known as one of Trynd's best jungle items due to it's performance on the pve side of things and it's great for short burst engagements and not bad for extended fights.

I really like Kraken's 3rd hit procing alongside HOB's 3 hits resulting in Trynd being able to just chunk people's health bar by like 45% in the first engagement. The following engagement always results in lethal blows (someone is killed here).

Yun-Tal vs I.E you can pick whichever one you prefer but I like the raw stats on Yun-Tal and I feel like Yun-Tal outperforms I.E overall. I like attacking faster and having more raw stats for pve compared to bursting just a little harder with I.E.

LDR is so good on Trynd when stacking damage. It's not just for tanks, anyone with bonus health get's dealt extra damage from this bad boy. The crit is icing on the cake.

Bork is a pretty trash item early on but is an awesome 4th item as it has components that provide everything we want. Lifesteal, dmg/attack speed and when fully built it's one of the best late game scaling items in the game as % hp scales with how much health enemies have.

Endless Hunger is quite possibly the best item in the game but takes a few items ahead of it to scale up. Definitely a goated item.

EH/Bork get swapped out interchangeably and bork is situational imo. DD/Merc Scim/Etc are all alternatives to bork, but bork is usually a go to at this point in the game.

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u/yamomsahoooo — 2 months ago

The confusion I'm having is with "interest" being paid monthly.

If I understand correctly, this is the dividend yield for simply holding money in your individual brokerage account untouched assuming you have a core position of Spaxx. So a spaxx individual account will accrue daily "interest" or dividends. Will this increase the amount in the account thus increasing the next day's dividend yield? Does this dividend amount calculated daily cause compounding daily interest or only monthly interest when the payment is given?

TL:DR How does the compounding interest work for a spaxx account assuming it's left completely untouched?

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u/yamomsahoooo — 3 months ago