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Scout affects how likely you are to crit. Weapons that add to your crit power won't help with this, but weapons that affect crit chance should, theoretically (it would be pretty bad if one bonus simply overrides the other), though I have no idea if it's multiplicative or additive...
Scout's crit chance bonus is multiplicative, though, so I'm assuming that item bonuses are as well, and that they probably stack multiplicatively too.
We lack definite information on all of this, though, so it's hard to say.
Monsters seems to have some sort of resistance or stats to crits, or maybe the +50% crit chance is applied on a really low base rate (like 1% + 0.50).
It's the latter; as I said, it's multiplicative, not additive.
For example, if the base crit chance is 2%, Scout gives a total of 3% (2 x 1.5) not 52% (2 + 50%).
I don't know what the actual base chance is, but I'm guessing it's 2-5% (if I -had- to make a guess, I'd say 2%, considering how rarely I seem to crit, even with Scout).
I'm not sure how this interacts with boosts from items, but I assume that it's the same for items (multiplicative, not additive).
Compare Scout's wording ("Critical strike chance increased by 50%.") to the Aquamarine Ring's wording ("Increases critical strike chance by 10%."). That sounds pretty much the same to me.
But if you have Scout and use an Aquamarine ring, is your base crit chance x1.6 or x1.5 and then x1.1?
The difference is small either way, but since one is multiplicative, I'm guessing that everything is.
Again using an assumed 2% as base chance, you get to 3% with Scout, and you'd get a total of 3.3% with the ring. If the 50% from Scout added itself to the 10% from the ring (for a total of 60%), that'd give you 3.2% instead, so it doesn't matter much.
If we assume a 5% base chance, you're looking at 8.25% vs. 8%, so, again, negligible difference.
This is pure conjecture, though, as I haven't actually tested any of this with any crit chance-boosting equipment; I'm basing my guesses purely on the fact that I barely crit more with Scout than I did without it.
If I'm right about this, Scout is pretty useless. If there are any items that give a flat (additive) bonus to crit chance, though, then that changes everything.
For example, if your base chance is 2% and the ring is actually additive instead of multiplicative, you'd get 12%, then boosted to 18% with Scout, which becomes a lot more interesting.
I really should buy a ring and try it out... lol
(ah, it was the Wiki that I saw saying "all multiplicative" and that it is at most 5-10%, and that base isn't really specified, and may actually be procced off luck.
What I can tell you from experiments that involve touching my save files is that There's separate stats for Crit Chance and Crit Power(Crit Multiplier)
Example
The "common" "house" scythe (This ♥♥♥♥ really needs to be buffed... I don't know if you realize.. but a scythe will ♥♥♥♥♥♥♥ do some nasty damage to a person irl, it /SHOULD/ do more than any hoe, and I don't think it actually does, iirc)
Melee Weapon Scythe
1-3 damage (min 1 max 3)
Speed (weapon swing rate) 0 (default swing speed)
added precision (beats me, might not be implemented) 0
added Defense (Defense/Resilience, shield icon on weapons) 0
Type 3 (Not entirely sure,I assume this is how the game decides the attack animation)
addedAreaOfEffect (likely what procs on Gal Sw) 0
Knockback 1 (obvious, but, its how far an enemy is knocked back/power behind the hit, not a guaranteed distance, called "Weight" as a stat icon (dumb bell)
Crit chance 0.02
Crit Multiplier 3
Stackble false
The sword of rusty newbility
Melee Weapon Rusty Sword
2-5 damage
speed 0
precision 0
defense 0
type 3
AOE 0
knockback 1
Crit chance 0.02
Multiplier 3
stackable false (both of them have this V----)
num attachment slots 0(<---)
instantUse false (<----)
upgrade level 0 (<---) (actually forcing upgrade level on the scythe will cause its name to change to copper->iridium, but afaik, nothing else changes. With "TOOLS" upgrading does cause them to deal more damage. from base to iridium) (I don't know what upgrading would do with other weapons, but it something people can likely hook onto for modding... )
(I can definitely see someone making a mod where you can "upgrade" melee weapons with gems or etc, giving them +# status and/or abilities+attributes)
Melee Weapon Lava Katana
55-64 damage
speed
precision
defense 3 (Shield "3")
type 3
AoE 2
Knockback 1.2 (Added Weight "3")
Crit chance actually worse than Rusty trusty (0.015)
Crit Multiplier 3.5 (+25 Crit power?) (Yeah I'll be honest the fact that it doesn't accurately translate irks me, but then look at weight and shield... )
all those other irrelevant stats from trust sword are the same, they were only really just included as a joke) (They really exist on file, though)
Melee Weapon Iron Dirk
speed 0 (base for dagger speed)
Precision 0
defense 0
type 1 so as I thought, the types equate to attack style/anim Hammer is likely 2
AoE 0
Knockback 0.5 (Huh. swore that I read dagger's knocked back harder... but then again.. this could be "50% of dagger Default" due to low weapon level)
Crit Chance - Higher than all those other scroobies, (0.03)
Crit X - 3
damage 2-4
Melee weapon Wood Mallet
Yep.
Type 2
speed -4 (Actually has a speed boost on the weapon, +2, so its -6 normally I guess)
.... added precision... 1 (wtfhdoesthisstanddothen!?)
Knockback 1.3 (weight 3)
crit % 0.02
crit X 3
15-24
Pickaxe - Iridium Pickaxe - Pickaxe (That is the type of "item" a pickaxe is. "Melee weapon" is the type of item Scythe is, same as any other sword.
None of the same stats in relations to combat.
Aquamarine Ring
Nothing stands out except indexInTileSheet (a number)
and uniqueID (Another number) (not listing these because they seem to be the only difference between rings.)
Jade Ring
indexInTileSheet (Aquamarine's number + 1)
uniqueID (Same (Aqua + 1))
Magnet Ring (Equipped Left ring)
"<LeftRing> irrelevant </leftring>"
indexInTileSheet (Not too far different/off of Aqua) (This likely implies that Tile sheet is one of two things. A) the visual icon, or b) the place in my inventory they reside. (many games have odd slot labels that seem a tad off))
uniqueID (Wildly Different) (Likely the real value determining a ring.)
Iridium band
RightRing /rightring
index (Close)
uniqueID (Wild)