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I found luck really helpfull. Sure not as much as Witchery(best stat imo) but it really turn the game into easy mode when half the ennemies drop bullet, elixirs and keys and the chest drop more white fears. Also like you said it's a double edge with the calamities, it allow for greater mistakes. Again better saved for the endgame. Also i had to raise it to at least 30 to see some changes.
My dumb stat is healing power, even without Henbane i can't bring myself to raise it
It provides you with a more regular drop of keys, ammo and elexiers but decrases the chance of calamity which can be usefull to trigger at given times. I would say. as better the player gets, as less usefull luck grows.
It is a nice early game stat to help you out complete runs.
You can always provoke a calamioty by using the mirror and the better loot from enemies and chests is really handy
Luck is THE stat though. The amount of drop boost you get from luck (it affects absolutely everything from shrooms to feathers) is so great that it dramatically increases your combat potential. Some people say "yea, you can farm calamity for that", and the point is - with good luck you don't need to farm calamity to arrive at the same amount of loot.
Not to mention they'll probably tune the calamity so that it stops being an easy way to farm loot. It's supposed to be a handicap, not a farming point.
Luck, I have it at 15 from a base Saint, picked blind. I never have issues triggering calamities when I want them, but it's not very much Luck. I didn't know about the item drop scaling. I'm considering doing a Luck build now at some point.
Metanoia, I used 5 points to bring my char from 0% extra witchfire to 10% extra witchfire, I can't consider this a bad investment at all, but do not plan on going higher.
I rate Healing above Vitality, the scaling isn't very impressive on Vitality. Healing time matters to me, it's around 5 full seconds at base levels, which is not great.
I haven't touched Witchcraft, because I want to specialize. Also witches bad. But it seems like a very impactful one.
Did not level up luck. Did not use Saint's crossbow since it's a huge early advantage. 2 runs on tower, then 3 runs on Scarlet Coast. All gnosis 0. Switched weapons to psychopomp/hypnosis on the last 3 runs. Used all the crystals on levelups.
Penitent ended up lvl 11, with 31 gold looted and one run being a very tough call.
Saint ended up lvl 14, with 78 (!) gold looted and not really being in a real danger any time.
Granted, it's not all about luck stat difference, but I find out the difference to be very glaring.
That's interesting. I see now it says it right there in the description that it effects that quality and quantity of items found.
I had to start a new char now to see what you meant by Saint's crossbow, I forgot about the demonic weapon. I found the stun gun early and it's been pretty much in that slot since. But yea the Saint loadout looks pretty decent compared to the rest. I rate the Ice Sphere as close to the best heavy in the game, despite 0 damage.
Vit 10
Heal 9
Endur 19
Witch 20
Meta 25
Luck 27
And yea, Metanoia is kinda useless. Like I thought at the beginning of the game that it would help me level up faster so I dumped into right away but I wish I hadn't and I don't feel like starting over. I mean I'm on gnosis 2 and I can level once every other run usually. Is that much faster than everyone else?
I like luck, getting more drops is useful and you can still trigger calamities.
I've suggested before that if Metanioa was gone and Vitality and Healing was rolled into one stat then we could get 2 new stats that actually help push us further into a play style. Right now if you want to just run in and start fighting you need to invest into 2 different stats and Metanoia doesn't push a play style at all.
if you have it at +20 you get like 18% extra XP
Now considering you get like 11K from a run you get 13K instead.
thats like 2000 free witchfire each run.
so you need around 50 runs to get your invested witfhire into Metanoia back and from there on make profit of 20K per 10 runs.
If thats usefull to you depends on how much you intend to play.
60 runs is around ~ 20h
if you plan to play your char much more than 20h then some points into Metanoia is definitely worth it.
Funny thing is everyone tells me endurance is te most important stat....
I am at Gnosis II with level 26 char and have Endurance still on my base 8 from starting class.
I can see how it would benefit me but i still managed to do good without investing any points into it so far.
Its just that i didnt really need it so far
So why would it be worth it? Simple the time each run takes, depending on loadout and whatnot it takes me probably 35-45 min per run, I'm not stressing getting it done quick but it stacks up quite fast. Getting half a level each run extra is well worth it by then. I have plenty of spells and weapon left to level all the way and different playstyles to explore. Then I'd like to atleast play some with the loadouts I like the most since now I just level a weapon or spell to max then switch off to the next one.
Haven't tried playing with luck but seems interesting, Calamities are a great source of healing and ammo though. Without investing any extra points so I'd stay away until I felt my build was getting together. Increasing Gnosis haven't felt like a problem and I did it as soon as possible but then I went with Vitality/Endurance.
I don't disagree that Metanoia and Luck feels like dump stats compared to say Witchery or especially Endurance but probably not as bad as it first seems!