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My "feedback" is basically extra info that i saw missing. Some random inclusions from me. As well as info from questions I saw people ask that I don't recall seeing answered in the guide. I numbered these in case you wanted to ask any questions of me or reply. Just making it easy to identify each point. (There is no particular order to this list, it's numbered only to make identification easy.)
Feel free to include all/none of it. I don't mind. Just figured I could help out a bit seeing as you already do so much for others.
* Block is better for waves if you can reach a "common" damage value of mobs in your level. i.e. You have a 100% chance to block anything with 4x less damage than your block. So if you can get a block total that is 4x the expected (unmitigated) damage of mobs then it's super good. This will help you with waves, but probably won't contribute much during the boss fight (as almost all boss attacks do enough damage to be in the top-tier for block).
* Otherwise, defense is vastly superior in general as it will help you in waves and in boss fights (where it puts in significant work) because it reduces any and all damage taken by a percentage.
* Generally, i would advise banishing them both though as you should be dodging and not getting hit. (That is, reducing your trait pool by banishing is more important than any gains from better def/block)
* That's a 50% chance to do (base damage + (200% * base damage)) OR (base damage + (400% * base damage))
* In cases where the character has a high initial attack but a low crit bonus (cleric/radiant) this "base" is a significant portion of the total damage.
* The "Chance multiplier" for grenades is actually an exponent multiplier. So instead of it being Base * Multiplier, it's Base ^ Multiplier. Multistrike has a MASSIVE impact on grenade count.
* Lands "Mark" Grenades have a lower proc-rate than the grenades when actually using Lands character. Won't bore you with the math, but lands has "/10000" and the mark has "/20000". It isn't half as effective, but that would be an OK way to describe it.
These are the BASE values.
Blue Gems = 1
Yellow Gems = 10
Purple Gems = 100
Golden Gems = 1000 (aka "Radiant" Gems)
Cluster Gems = sum of gems that got sucked in to make up the cluster (aka Gem "Heap")
The value of EXP is determined when it is dropped (so waiting to collect at a higher agony does nothing). The base values are modified by your torment score (indirectly), xp modifier (on the player) as well as max HP of the mob you killed, and the monster difficulty. To give you an exact answer would require a lot effort. So if I was to summarise as best I could: So, your current Agony level doesn't impact exp directly, rather it increases monster difficulty and MaxHP, resulting in more EXP from kills.
This has 2 implications...
* 1st: Once you apply the effects of an elemental ring, you can never remove it except to change it to a different one. You can never again return to "magic" or "physical". These are lost for the duration of the run.
I think this is a really important thing to mention because most players would expect to be able to return to their original damage type upon taking it off.
* 2nd: You can have 2 elemental effects active while only wearing 1 ring. Meaning you can replace one ring part way through a run. Like I said though, you do lose the "on hit" effect from the one you remove. This shouldn't be the reason people are wearing the rings though.
* These drop probabilities are affected by Agony level. Increasing agony level will skew the value towards the higher end of the range.
* These drop rates may not make sense (because they total >100%) but it's pulled from the code so it is accurate. These ranges are used by code to determine the likelihood of something happening. It checks each with increasing probability. This means you always get *something*.
* Some drops have a maximum amount of times they can be spawned. e.g. You will never get a second "Bucket". Once you get it once, that's it. Don't /hope for another.
* Remember, some enemies have set drops. e.g. every second non-boss (blue elites) will always drop an ability scroll and every boss always drops a yellow chest.
* These drops are just for the yellow champions (which are the only ones with RNG drops).
(steam table for you so it's easy to copy into your guide. Use "reply" and it should put the code in the reply for an easy copy)
Cheers ^_^
This will be quite usefull!
Soooo
1.
In general, I am thinking about scrapping every math and pure technical sections, since only a tiny hand full of people are interest in this.
But Im thinking about doing an Ability Breakdown section where every stat is displayed and how it gets influenced.
Will be alot of work, but maybe a project for the future.
2.
Might be worth a note in "Numbers Section" if it will stay
3. / 4.
fixed
5.
added this under Ability Upgrades
6.
done
7.
dont know when you read it
i made changes today especially to this section Potion of Oblivion > Banish Value
and I made more detailed explanation under "In Depth Build Order"
8.
added intervall explanation
9.
added a line for single hit
10.
done
11.
Which specific? Might look into it
12.
maybe because i rarely use it ^^
dont know, never felt there were the necessity
maybe explaining block...
but this again, is a very technical aspect...
13.
Where specific? Coudnt find it.
14.
another technical
i would say its more annoying than anything (Spectral Fists *hust*)
dont know if i do something with this, but probalby not
15.
Agony Mode is a dynamic Difficulty Mode, unlocked after defeating the Lord of a stage.
The Agony Meter increases automatically at a fixed rate, ~1 level per 5 minutes.
If your Character dies, you loose one level of your Agony Meter.
This was meant, that if Agony goes up it gets harder, it goes down it gets easier
hence the explanation below.
I added
"...one level[/b] of your Agony Meter, WICH REDUCES DIFFICULTY.
"Agony V can be achieved at 6:00 with higher Kill Counts."
Should make it clearer.
16.
I banish them almost always only on tank builds^^
i think both are bad if you not fully commit
def might have better value for damage reduction
together with the Block I might think about a section
leme see...
17.
this is under Value Calculation Crit VS NON-Crit
i didnt want to put formulars in between, since not every reader is interest in
18.
made a disclaimer today, that this section gets reworked complelty
dont know if you missed it
19.
Didnt even noticed that someone asked ^^
nice info, might consider it, for technical details..
Edit: Found it! A long time ago...
Might be worth an EXP section...
21.
I mention that that the original damage type gets removed:
Equipping one Ring will remove the original Main Weapon Damage Type.
Equipping two of those Rings gives the Main Weapon both Damage Types
but will add the line:
Equipping one Ring will remove the original Main Weapon Damage Type FOR THE RUN.
One Ring can be exchanged for another Ring during the run,
while keeping both Elemental Damagy Types. The unequipped Elemental On-Hit Effect will be lost though.
22
might be another thing for a technical section in tandem with the xp values
I will see
Thanks alot,
Good Stuff!
Edit:
Isnt it possible anymore that multiple Buckets can drop?
Using Well > Bucket > Using Well > Bucket ?
I think you should either...
A) Drop most of the math. Keep it for the particularly important stuff though (base vs non-base, and multistrike*attack speed). The math seriously matters for those two. I would imagine that anyone who is interested in doing the math, probably doesn't need the help understanding the actual math. They just need the information and how the mechanics work.
OR...
B) Include the math but go more in depth and explain the math for each portion of the game it is applicable. Basically give "math" its own section. Truly... an "in-depth" guide.
I think A is more appropriate though.
I don't think you should do an ability breakdown with every stat. This is subject to change every patch and it's very hard to be accurate (e.g. Spirit Warrior is affected by multistrike in the number of melee attacks, but for the Spirit Needles upgrade multistrike affects attack speed instead). Leave this for the wiki, if anywhere. The in-game encyclopedia might have this instead, when it comes out.
A few hours ago. Though (from 18.) I think I somehow missed the most recent stuff. I'll read again.
I'll come back to you later (with the other thing).
LOL. True. It's just seems that a new players seem to take them. Hence, I thought **some** discussion might be good.
Under "Potion Usage".
* "for doubling one Trait" >> "for applying one trait twice"
Valid. I was off with this feedback.
This is a hard-coded limit. The bucket still has a "MaxDrops = 1" and this value is still checked in the "choose_this_reward" function. So regardless of if you re-use the well or not, the game should never drop more than 1 bucket in a single run. I would be interested to know if ever this isn't the case.
02. Entrys added in various Sections where it fits
03. fixed
04. fixed
05. Entry added - Ability Upgrades
06. Entry added - just low chance
07. reworked - Potion Usage
08. reworked - Stat Explanation
09. Entry added - Overcrit = Single Hit
10. Entry added - reworked - Damage Types, Effects and Attributes
11. Unchanged - I might keep the Examples as "Visualisation"
12. Entry added - New Section - Block VS Defense - "Defense" in General
13. fixed
14. Entry added - Stat Explanation - Force
--- New Section - Nerd Knowledge
15. fixed - Clearer Formulation (hope so)
16. Entry added - New Section - Block VS Defense - "Defense" in General
17. Entry added with Formula - Over- Crit-/Dot-/Effect- Chance
18. reworked
19. New Section - Nerd Knowledge
20. Unchanged
21. Entry added - Damage Types, Effects and Attributes
22. New Section - Nerd Knowledge
Reply
01. Stat Explanation will be advanced if needed and someones asks for more
--- will probably keept it in the Layout it currently is
It is probably done.
Cant think of any other interesting ore useful topic...
Mark this as the answer to the topic.
It is the only acceptable response.
https://steamcommunity.com/app/2218750/discussions/5/4297068922554925133/
Thx, linked it under the Agony Section.