Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Done now onto the next character.
Yes the %chance of lifesteal is weird as most people expect a 100% chance to heal for %damage done or even %maxlife instead of %chance to heal 1 HP......... so don't feel bad if you didn't understood the lifesteal mechanic it's just weird here like a lot of stuff in brotato.
Lifesteal will heal *more* than comparable HP Regeneration with faster weapons, especially if they are piercing. It also does decent work with some melee weapons if they have decent range, e.g. Spears can potentially proc multiple times on a single attack even with the 0.1s limitation.
(And 10% lifesteal would cost around 450 materials on Wave 9, not 2000.)
I felt the same for a good while, but I've largely come around on HP Regen at this point - it's solid healing for the investment, and of the 3 healing stats (Luck is the 3rd) I generally prefer it the most these days when I'm doing random-starting-weapon runs.
---------------
It goes like this:
Low skill: Luck + consummable build
Average skill: SMG + Lifesteal
High skill: HP regen
HP regen is contant, lifesteal isn't but with a fast weapon it's ok, luck + consummable is RNG, if you are good at dodging and you can kill a decent amount of ennemies you don't need a lot of healing, bosses patterns aren't that complicated.