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I suppose. Though there is never a need or reason to slow enemies. Slowing them make it take longer for them to get in range to die more quickly, slower enemies = lower KPS, you want them fast to keep killing them and having new ones spawning in as quickly as possible. Also, you reapply the status so often that would never need more than 3-4 seconds to keep them perma slowed.
You don't have a dev tag, so I can't really take what you said as true cause you have no way of knowing if that is the case or not. I hope, at the very least, that you are right, cause it is the thing that makes most sense and at least isn't an accidental (I would hope) nerf. Unless you went into the files themselves, I suppose. Which I probably will need to do if I don't get a reply.
Yeah. Haven't put much time into Grim Reapers, but you only need the feather for Guardians. Hell, even without the feather you only need Wet+Shock for all of them, without needing any speed increase. And you can keep them permanently locked into Shock and Electrocute (Electrocute only on 3rd, obviously) without any increase. Like I said, you could halve the base duration of the status effects and you could keep them slowed.
I'm not sure what works for slowing Reapers, but again, you can just reapply it quickly enough to never need to worry about duration.
I'm mostly wondering how they do it, cause this is a small indie game and small indie games occasionally do insane nonsense like Status Duration = a DPS loss because they're usually inexperienced and it didn't cross their minds to check how duration effected the DoT and just assumed it would scale/work as common sense makes you think it would. Making games is tough and filled with "Couldn't see the forest for the trees." situations.
Now... Status sucks at the moment so it's honestly a moot point either way. I've done a couple variations on builds that put the maximum amount of DoTs simultaneously possible without overwriting one another, with and without duration increase and Afflicted bonus, Boss damage bonus, ect... as the assumption is that IF anything can increase Status Damage other than the final aura slot's Status Damage Increase, it would be both "neutral" damage increases (And those probably don't work, NOT that we would know, because they don't actually make it a point to give us that explicit information on tooltips or anything). And just like most builds in the game, it IS viable... on normal difficulty on maps with less than 75% increases. But beyond that point, it gets rough. Still plenty doable, but you're playing gimped to hell compared.
Adding this after I finished typing... I'm sorry for the looooong post. If you just want to ignore anything else I had to say and go straight to the main question, it's at the bottom. Thanks for taking the time to read any of this at all. The game is great, I wouldn't be here spending time even asking questions if it weren't. I'd just move on without a second thought if I didn't think it was a worthwhile game.
I know I'm not a dev here. I know I'm just a player. So my take on this and point-of-view probably doesn't hold much weight from a legit dev's perspective. But that isn't a great attitude to have about it.
It only serves to hurt the game if you intentionally obfuscate or limit access to that kind of information. It doesn't make the game less fun if that information is there, it makes it less frustrating for people who care and the people who don't care won't be affected by it at all. The results are the same but you're making people stumble blindly, annoyingly, through the dark to figure out what should be simply shown to them. The lack of information make you wonder IF that thing you think it common sense, actually applies here or not? IS there a reason to continue to use the basic Recurve Bow? (No, there isn't as far as we can tell, it is terrible) Most conversations about what to use between me and my friends came down to, "These are the 9 usable weapons, everything else is worthless trash, also the only armor in the entire game worth using, prior to the final map's armor sets, is the Knight Set. There is absolutely no reason to use anything that isn't heavy armor and if you do, you're playing the game wrong and throwing the runs away for no reason." Whether the information was there or not, we came to the obvious conclusions, but we had sit there in confusion and uncertainty as we tested different things. And even as we find/found stuff that was "good" we can never really be sure it is actually worth using or if we're just gimping ourselves because we don't have the eldritch knowledge that you hide from us.
You could also make it so that "Advanced" tooltips and stats is a toggle that is off by default. That way only the people who care will go looking for it.
Hell, it would be weird and if it was like this I would have a "Why the hell would someone do this?" reaction, but you could even make Advanced Tooltips a meta-progression unlock after you successfully clear the final map on normal.
Games are tough to make and even with how simple this one is, I can't imagine it's a walk in the park. I'm aware it isn't as simple as, "Spend an afternoon and add more info to the game.", it's gonna take quite a bit of effort, but I really think some more detailed tooltips with proper example of how the math would work or at least an explanation of what does and does affect this or that would be nice. Lots of games use "tags" to tell the players simply what will interact with what.
Like, "Thorns - Physical, Boss Damage, Area of Effect, Lifesteal, Reflect (Physical)" that tells me it will scale with Physical and Boss damage increases and is affected by Area of Effect buffs and I benefit from lifesteal from it's damage and that is only works on physical damage. All of that basic info at a glance. That is just an example, I don't think it scales with Area of Effect... hell it might not scale with boss damage, but there is no way I would actually know and there is literally no way to possibly test it. We know what the enemy's base damage is, but we don't know what/how their damage scales, so we can't even theorycraft using those numbers for Thorn's expected damage output, and Thorn's isn't represented anywhere in-game other than maybe the current and peak dps numbers, but we can't possibly know how much is being contributed by it.
Which on yet another side note, making Thorns hit in a small AoE around you would go a long way toward making it not just a bad joke. I did read you mentioned at some point you guys were looking into reworking it or something to make it better elsewhere. You could also make Thorns scale with Damage Absorption, because having heavy armor and taking less damage means dealing less thorns damage... so something would have to be done about that anti-synergy. Or more closely tie the theme of Thorns with Lifesteal in ways that would encourage you to take weaker armor so that you deal more thorns damage with the balance being that you make up for the increased damage intake via lifesteal and/or maximum HP increase. Idk, just throwing off-the-top of my head thoughts at a wall to see if any might stick.
Then in the tooltip (or a "grimoire of knowledge" or whatever-the-heck menu tab where you would put all of the advanced and detailed information, doesn't even have to be commonly accessible mid run) something like, "Damage = (((Thorns% x Received Physical Damage) x Physical Damage %)) x Boss Damage %)))"
Example: (((50% x 20) + 20%) + 20%))) = 12 Physical Damage/15 Physical to Bosses
That is a disgusting, poorly, formatted eyesore of an example, but you get what I mean and you could probably clean it up fine.
I'm babbling again and I doubt you have time to be reading this much nonsense so I'm gonna force myself to end it here with; rather than some list you'd have to spend time on going through I will just hope that eventually more detailed info will be added. I expect that to take quite some time, it might be simple, but it still would take awhile to properly get all the information collected and then presented sensibly in the game. My only topic in question will remain the original point of this post...
How does Status Damage work?
How does it scale with Duration, specifically. Does the increase to duration proportionally increase the total damage done by the end of the effect or does it always do the listed damage, but now it just takes a longer time to do that damage?
How do other damage increase sources interact with Status, like Boss Damage %? Does it interact at all even?
Where in the math and how do additional sources of damage increase interact with duration increases, if they interact?
Status Damage is separate, I think, from Physical and Magical, but the damage source that is used to apply the Status has a type so does that scale as would be expected with any Physical or Magical damage source?
WHY do enemies do Physical and Magical damage when there isn't a mechanic that makes that MEAN anything to the player at all? Damage Absorption is just DA, it works on both Physical and Magical, so why have them split at all for monsters?
And any other information on it you think is relevant or interesting, at this point.
The update to show what artifacts effect which weapons is a great step too for QoL.
Will still cause minor confusion for people who are going to think fang increases damage of DoT weapons, but it's only increasing the worthless physical hit from the container. And doesn't tell me if the DoT itself is being increased by the boss damage item or just the on-hit, but it's a big improvement all the same for player clarity.