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Seems so.
Anytime I get 5 dash it's insta-win.
I mean don't get me wrong, I find hangover one of the funnest and easiest to win with mechanics and even at 300 damage per 5 stack it's still quite good imo, but let's not exagerate (unless I'm making a mistake somewhere).
But congrats on doing a 4 exrtreme measures! First (and only) time I tried it it was quite the rush :)
But if you want stuff to copy, there's actually plenty in there. You probably can't replicate the entire build, but there are individual pieces that are useful on their own and entirely plausible to aim for:
- You can get hangover on a rapid-fire attack, pom it up, and look for global damage multipliers / seek out the prerequisites for a chance at Curse of Nausea. (You can't get a specific duo boon every run, but you can dramatically increase your odds by paying attention to the prerequisites and using Fated Persuasion rerolls. In this run, I took Curse of Vengeance specifically to qualify for Curse of Nausea, and it paid off.)
- You can equip Stygian Soul, get any good cast, and look for bonuses to your bloodstone count (in addition to Fully Loaded, you can get them from chaos boons and well items)
- You can equip a cumulative keepsake (Lambent Plume or Pierced Butterfly) for an entire run and focus on building up its bonus
- You can slowly build up a mental list of random things that happen to synergize with each other, so that if you happen to get an opportunity to combine them, you remember to take it instead of letting it pass by (a big part of getting good builds in this game is being able to recognize whatever opportunities you happen to get offered)
Your point is kinda moot. I did it with the bow and was carried hard. You had a 37 winning streak, you obviously completed and played the game a lot.
You probably have the mirror upgrade that gives more chance for duo and legend than I do. The more you play the easier the game become with all the unlock.
IDK why you made the thread. It's not even giving helpful advice just analysing your build for whatever reason.
Bump the heat to 50 then it's gonna be a nice talk.
Exactly, its a forum for discussions and you are not giving anything to discuss. You just told us your build and what you were able to do with it. Congratulations, i guess. What exactly are we suppose to discuss here?
You are saying that its not a guide, yet you try to give me advice on how to play, which is certainly not needed, since the game is simple enough.
Ohhhh, i can equip cumulative keepsakes to help me during the run? You dont say, i would have never guessed that. And status effects being efficient with rapid-fire attacks? Man, what would i do without you man, thats brilliant. Its not like i have done this for more than 20 years in other games, noooooo, you are the one who is giving me the most important informations about video-games right here.
I get the distinct impression that you're actually upset about something else. I don't know if you're having a bad day or what, but I suggest we drop this topic.
Realistically speaking, this basically just a flex post of "See how great I am/did!". The only thing people can glean from this is that Hangover is good and doesn't suffer from exponential diminishing returns since it will always increase tick damage by 1. Which, most people playing more than ~20 hours, will realize Hangover is good.(Tho I doubt they would have 9 Pom'ed it, so that's a neat tidbit)
RNG being RNG, I feel your build had such an easy going time due to Rarity. Like Shamanalah said, you had 5 Dashes which is nearly a win condition all to itself. The 2 Duos plus a Legendary and the Epics are icing on the cake really.
Also I'm not sure how you calculate Dodge Chance when you said "pessimistically that's 42.8%". As if it is multiplicative(most Rogue-likes do this) then there's a couple of different ways the game might handle it. E.g. if the game considers 15% Dodge the base then it'd be 15 x 0.327 = 4.905(32.7% of 15%) so it'd be 15% + 4.9% = Combined it would be 19.9% Dodge Chance. If it considers the 32.7% the base, then it'd be 37.6% Dodge. Whereas if it handled additively it would be a total of 47.7% Dodge Chance. Which I am inclined to believe the game handles all percentages by straight addition since that is seemingly how other percentage based boons are handled.
So pessimistically your Dodge Chance would be 19.9%, which is a massive difference. Optimistically your Dodge Chance would by 47.7%, which would nearly double your EHP.(but statistics and all that)
Basically, your post can be summarized as "Higher rarity boons make a big difference, Fists are good, Hangover provides great passive DPS, Dodge Chance improves survivability, Dashes are OP and I beat the hardest boss no sweat.". Congrats on the win though.
Curse of Nausea, duo ares/dionysus boon reduces that time from 0.5s to 0.35
And it's not quite 1200. Guess I should've shown my work:
4 seconds / 0.35 interval = 11.43 ticks in the full duration, but I assumed that only 11 of those would get used and the extra partial tick would be wasted.
14 damage per tick * 11 ticks * 5 stacks * 1.52 global damage multiplier = 1170.4 damage
But depending on how the game handles rounding, it might only be 1155. (If you apply the damage bonus to the per-tick damage and then round down before multiplying by stacks or ticks.)
I should also note that I am including the +15% damage from blood frenzy, which only applies after my first revive.
Sanity check: No reasonable implementation is going to give a combined dodge chance that is lower than any of the individual dodge chances. 32.7% dodge chance plus anything is not going to be 19.9%.
There are two common ways for games to stack bonuses of this nature. One is to add the individual effects together and then apply their sum to the base effect. For example, 20% dodge plus 10% dodge might equal 30% dodge.
The other is to apply the two effects sequentially. First, you have a 20% chance to dodge; then, you get a separate 10% chance to dodge (which only matters if the first dodge failed). This is equivalent to multiplying the failure chances: 0.8 probability to get hit, times 0.9 probability to get hit, equals 0.72 probability to get hit, which is equivalent to a 28% dodge chance. (Sanity check: higher than each of the individual chances, but lower than the sum.)
So in my particular run, the math was
1 - (1 - 0.15)*(1 - 0.327)
= 1 - (0.85 * 0.673)
= 1 - 0.57205
= 0.42795, which I rounded to 42.8%
Notice that for modifiers that increase the base value of something (e.g. damage bonus), the multiplicative method results in a stronger combined effect, but for modifiers that reduce the base value of something (e.g. damage reduction), the additive method results in a stronger combined effect. (And in particular, adding up reductions implied that you could eventually reduce something all the way to zero--e.g. get 100% dodge.)
According to the wiki[hades.gamepedia.com], all damage bonuses in the game are additive (except for critical hits), but all damage reduction in the game is multiplicative. (That is, it always uses the method that gives the weaker combined effect.) It doesn't specifically mention dodge chance, but if I had to guess, I'd say it probably works like damage reduction.
This is a reasonably common approach for a game to take, as a strategy for limiting extreme effects. (Though it is by no means universal, and some famous games have been known to use different rules for damage reduction and dodge/block chance for no clear reason.)
I am fielding a surprising number of technical questions for a post that people keep claiming has no informative content.
I don't know why I'm telling you this you probably found your favorite way to play