Playable , I don ' t really feel the ping difference . <| sep |> It ' s a copypasta por everyone taking it seriously <| sep |> if you calculate the precession from GR you indeed get such a post newtonian approximation . <| sep |> Cue gruff voice I ' m not a young anime woman anymore . Quality work ! <| sep |> Radio Roman is on all frequencies . <| sep |> i forgot that thing existed until you brought it up just now <| sep |> If a guy asks for nudes , he is most likely going to show them to someone . Maybe only one trustworthy person , but still someone . <| sep |> While a game like Pillars of Eternity has plenty of numbers , it also has many types of damages from different weapons and enemies can be immune to certain damage types . So for example , even though I have the best sword in the game , if the enemy is immune to slashing damage , then it will be useless and I will need to use another type of weapon that does another type of damage . Or I can use debuff spells or something . This is of course not a new concept in combat mechanics , but I think there is potential to make something that uses less numbers and more with different types of damages , immunities , debuffs and so forth to make enemies tougher throughout the game . In Pillars of Eternity the damage numbers dealt by your weapons and spells don ' t increase a whole lot throughout the game , but their increased usefulness comes in their abilities to bypass all the buffs enemies have .