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
if you just focus on meelee and elemental damage, take all the items that have negative ranged damage or negative dodge, get a bunch of lightning shivs... absolutely wrecks everything until wave 12
Melee definitely needs a buff. I like torch as mage for being able to quickly apply fire to grouped up enemies. Purple rocks are pretty nice (10 max hp?, 1 armour). Spear is nice for the ability to pierce multiple enemies in a line, but has a low rof. I also liked the lightning shiv.
The other weapons are either fine or suck. SMG is a bad weapon and needs some buffs (I had 6x purple smg on wave 12 with 50% crit chance and lost because I still couldn't defeat enemies quick enough). I didn't like the hands due to the low range. I've never used the cactus club or hammer as they seemed too slow to be effective (which is due to poor weapon ai - using slow/aoe weapons on the first enemy they see instead of waiting for a good hit on a pack of enemies or high hp enemy).
Guns become insane with bandanna (+1 pierce) and ricochet (projectiles bounce). There really isn't any melee item that compares. I would like to see some items like "melee weapons gain +x% crit chance / crit damage", "melee weapons hit multiple enemies in an arc" (stacking increase the arc degrees), "melee weapons have x% chance to hit an enemy again" (like ricochet but for melee), "melee weapons deal x% of their total damage as splash damage to nearby enemies", "melee weapons have a x% chance to stun an enemy for y seconds", etc.
I think bandanna and ricochet should become proc based. Ie. 33% chance to pierce; 25% chance to bounce.
Edit: was playing around with some different builds/weapons. The melee weapons seem to have a passive crit chance bonus (ie. base is 20%, but hovering over the weapon shows something like 60%), so that is pretty nice. Also ricochet works on melee weapons! It also appears that all melee weapons pierce all enemies they hit. Something else I never noticed is that if you have multiple of the same type of weapon, you gain a bonus (ie. 2/3/4/5/6 "elemental" such as wands gives +1/2/3/4/5 elemental damage; guns give +10 range per; etc).
I actually did a 6x cactus run and it took a few tries with Mutant. Attack Speed is a must due to the low RoF you mentioned, along with Life Leech, HP, and armor. Ranged damage increases the damage on the projectiles that they shoot out, but you just don't spit enough of them out to make prioritizing those worth it. I also tried going elemental proc on it, but still couldn't get it online even with the attacks proc burn + Fire spreads + Faster burn tick. Best bet is to focus on the melee damage and use the projectiles to proc leech. It works fairly well in other builds due to that, but it also isn't hyper-powerful or synergistic since the attack speed is still so low.
I actually made a 6 SMG run work; like you said, with a couple Bandannas and a few Ranged Damage increases, piercing is just so strong. It was enough to even make gray SMGs enough to handle the final wave...
deals full range damage faster than smg good range no downsides(rambo build)
On the other hand, if you don't want to be poor... Get either rocks, or knives, and a hunting trophy. Every crit gives +1 materials per trophy, so it pays big to go with a critical hit build if you are inclined.