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Sure, RNG can screw you over with the drops but it should be better than with version 1.0.7 where you didn't get any ammo drops when using your starter a lot.
It works like, you have a base 1% chance of loot appearing after you clear a room (that loot is randomly selected from a pool, armor, key, health, chest, ammo, etc.), for every room you clear, that chance is increased by 1% until you get loot, then it resets to *base value* which is 1% by default.
Coolness increases the base value by 1% per point of coolness. So if you have 4 coolness, you will have a 5%, then 6%, 7%, 8% etc. chance to get loot per room clear.
Atleast if I'm understanding it correctly. May be wrong on the base chance, but pretty sure it's 1%, +1% per room.
Basically, clearing rooms = eventual random loot. Coolness = loot more often.
This.
Plus ammo-drop chance rolls completely independent from other possible drops, meaning that the chances do not increase with each room cleared, that hasn't payed out with anything. It's not connected to coolness either afaik.
That also means, that ammo can drop on top of other things in the same room, like keys, blanks or hearts.
How ammo drop rates are being rolled/calculated seems to be still unknown.
I think their droprate is fine from my experience since patch 1.0.7. Instead of exclusively using my starter pistol all the way to the 3rd floor, + most of the 4th and some of the 5th, i can now go buckwild with guns early game, if RNG isn't a total sucker that run.
I still use my starter pistol for really weak things, tho, like your average Bullet-Kin.
Ammo often still becomes an issue for me on the very, very, VERY last chamber, cuz' Dragun's such a sponge. He really should have a chance to drop HP or ammo.
So yeah, use your starter pistol more often, if in a tight spot with ammo and learn which rooms are "safe".
Example: The Hallow has a room, that gets dark with zombie-bullets spawning. Those are the only enemies you will encounter in that particular room and they die within 2-3 hits of any starter pistol, so you can safely use that.
Of course I use ammo from other guns earlier if they are very trash killing efficient like heroine, megabuster, etc.
But basically when you get a weapon early on you want to catagorize it as a 'safe it for bosses cuz its dps is good' weapon or as a 'use this for trash cuz it's way better for them than the starting pistol even if its boss dps isn't amazing'.
dps isn't everything obviously like rocket launchers being decent against bosses for damage but great in general for their bullet-nomming properties too.
Ill try to record some gameplay footage so you all can see this madness
The base chance is indeed 1%, extra coolness increases the base chance permanently while any points of curse decrease it.
Base chance = (1+Coolness-Curse)%
For every room cleared the chance increases by 9% with 80% being the max. Getting a room reward will reset it to the base value.
And as Jellypuff already pointed out, ammo drops are seperate from room rewards. The chance for them to drop is not affected by clearing rooms or having higher coolness.
so hold up am i lucky or something because as i said, ill link a video soon but on there, i got a ammo drop on 1 room, and the room right after i got 2 ammo drops in a row?