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The chance starts off at (1+[coolness]-[curse])%, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 85% on floor 1, or 80% on any other floor. When a reward is dropped after clearing a room it goes back to (1+[coolness]-[curse])%.
This would mean in this game I got through tens of rooms with a chance of a chest drop of 80% and I always rolled the worse 20%. This can't be real. There must be a hidden cap or a bug.
edit: the last time this page really edited was around 2017. other edits were just wording, etc.
I used to think them great too, but coming back to gungeon they seem semi-worthless, unless you've got or get a nice active item. Or you just spam them while crisis stone is active.
Yes. My gripe however is that not only did they not increase chest drop rate as expected, but there were a total of 0 chest drops in two full playthroughs of mine. I added this info to the Bugs section but I doubt there will be a "fix".
I understand the value in "experimenting" with items and synergies, it may add some fun to gameplay, but with so many items and combos, this becomes a chore.
hard, maybe impossible to say without decompiling the game and datamining how it really works though.