Megabonk

Megabonk

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sir chadwell bugged?
Sir Chadwell's staring weapon has damage 12, but only does about 2 HP of damage to the starting monsters on either desert or forest. OTOH, Oofie has starting damage of 11 and does 11 HP of damage. I didn't check any other characters, but I noticed this yesterday.

Is this a bug, or is there some rule I'm missing? As it is, Sir Chadwell is basically unplayable. He's already slow as molasses, but he also does 2 HP of starting damage.
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Read thoroughly on how it works. His damage is nerfed greatly if he's at full health. The less health you have, the more damage scale you will have. It's floating point metric. Essentially, the very "best" damage output you could ever achieve with him (or also Athena, who has similarly working extra perk, while Chadwell's ability is innate), is if you get several Kevins and they "scratch" you into constant "1 HP" state, making a literal "glass cannon" out of the character. It seems quite stupid or lame, I know, but if you build up slowly in right directions you might end up being mostly untouchable, while one-shotting nearly everyone/everything.

Also, if you're not using Chadwell or Athena at all, Corrupted Sword by itself as a piece of equipment works in same fashion, becoming "powerful" the more damaged you are. This is, ironically enough, total reverse of Final Fantasy VII's Cloud's final weapon, the sword Ultima, which becomes weaker the less HP from the total pool you have (even changes it's color, as visual indication of "weakening"/"becoming flaccid"), incentivizing to always be at max HP.
The Corrupted Sword weapon gets increased damage on Low Hp, I don't know it's exact scaling per lost Hp. It's good with Gamer Goggles (Also increases damage per lost Hp up to 98%sh per stack), Kevin (that reduces your Hp by 1 when you proc/hit enemies without killing you), and some Shield since your hp is always going to be low for the max damage buffs.
ah, ok. Thanks. The description says he gets stronger at low HP, I knew that.

I thought he'd get default 12 HP damage at full health and it would go up as your health went down. but I guess it's only 12HP damage at low heath and his attack gets weaker at full heath.

I guess the description is technically correct, but a little ambiguous. it should probably read "does less damage at full heath", not "does more damage at low health". They make it sounds like a plus, when it's really a minus.
You can "push away" the general "weakness" wall a bit, by merely increasing base minimal damage, via Damage tome, items, buffs, etc. Additional damage increase due to decreased health is not really a goal, but rather a stipulation/handicap. You CAN manipulate it a bit, but, otherwise, it's not very desirable to be at 1 HP or in "critical state" at all times. It misleads.:CrossedBlades:
Originally posted by PorkSandwich:
Sir Chadwell's staring weapon has damage 12, but only does about 2 HP of damage to the starting monsters on either desert or forest. OTOH, Oofie has starting damage of 11 and does 11 HP of damage. I didn't check any other characters, but I noticed this yesterday.

Is this a bug, or is there some rule I'm missing? As it is, Sir Chadwell is basically unplayable. He's already slow as molasses, but he also does 2 HP of starting damage.


Pretty much everything about him sucks. His pickup range seems lower than other characters, his move speed, jumps are crap. He is pretty bad as is. Definitely not something I'd play unless I felt like punishing myself. And I've tried repeatedly.
He is actually the only character I made it 300k kills. Ironically everyone says he is terrible, he is just played quite differently
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Showing 1-6 of 6 comments
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