Sundered: Eldritch Edition

Sundered: Eldritch Edition

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VintenDio Jul 28, 2017 @ 4:03pm
Perk Useless?
All of them are so unfair and not helping at all come on in the beta at least they we're usefull now if you equip them you got more disadvantage then advantage this is not balance at all come on!
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Showing 16-24 of 24 comments
Moon Rabbit Jul 28, 2017 @ 5:47pm 
Originally posted by Mãe Serpente:
Originally posted by Tea in the Sahara:
I use Shield Absorb
At rank 1:

Regain 15% of max shield every time I kill an enemy.
Increases Shield Down Time by 1 second.

Though I may switch to Sharp Edge
Increase Physical Attack by 20%
Lower Health by 20%

Shield Absorb got me though the game so far. If you invest in damage, critical chance and critical damage, you'll be killing a lot of enemies really fast. This means you will always be gaining shield. I can even tank most of the hordes without bothering with the dodge button.

Yeah it's the best I've found so far. I'm using Sharp Edge and Shield Absorb right now.
Last edited by Moon Rabbit; Jul 28, 2017 @ 6:54pm
Originally posted by ShamaloDXD:
50% more shield but your healt is 1 now... who is gonna take the risk of using that?
If you have 500 shield and 100 health then I'd say anyone would be a fool not to use it lol

As said before, it really depends on your build and the essence of where art thou fairy biddings.
Boink Jul 28, 2017 @ 5:52pm 
Originally posted by Scaryrabbit:
There must be somethign wrong in that perk's description or translation. From the numbers, I'm guessing that you are describing Health Charm which has a chance to make monsters drop an health globe instead of shards when they are killed.

It is very useful to increase your survivability as it usually means you'll get about one health globe drop per horde on average.


Hmm. Ok - so basically a horde = 100 mobs?

1 - ( ( 1 - x ) ^ y )

So 4% x 100 attempts = 98.31% chance of a single orb drop.

First Health upgrade, cost 105, +15 HP.

I've not had a chance to play enough to determine the average % chances of shard drops (I know the big blue slugs seem to have ~30% ish drop rate, screen is usually too frantic to tell # shards / kill)

But, let's say: 100 mobs = 500 shards

500*0.85= 425

75 shards is 71% of a level 1 upgrade, for the cost of +50 hp (say).

Then level 2 cost * 0.85 etc, I expect the price rises / skill level unlocked.

So, basically:

Starting out, health is low, and you get 1 flask, but upgrades are cheaper, but AI hp is low etc. Health Flasks increase in efficiency as total hp% rises. So, with 500 HP they're worth far less than 50 HP (? I presume - or is it fixed +HP / flask - this isn't usually how it works in these types of games, I'm using Dark Souls for reference here)


At what point does farming that 4% chance drop over-take a 15% lower XP gain?

Looking @ the math, I'd guess not before you had a decent HP pool and shard / skill costs rose a lot more.



TL;DR

This upgrade favors much higher shard cost / HP totals than you have at the start of the game.

It's a very strange choice as the player's first perk, given it favors (or appears to) end-game builds.
Last edited by Boink; Jul 28, 2017 @ 6:03pm
It's alot of grind but way later in the game, it's worth it if you wanna become a god lol

Even though the game is 15 hours, some people will spends hundreds of hours slowly maxing their character. No different from other rogue-lites I suppose.
ClockworkXI  [developer] Jul 28, 2017 @ 6:24pm 
Originally posted by Boink:
Originally posted by Scaryrabbit:
There must be somethign wrong in that perk's description or translation. From the numbers, I'm guessing that you are describing Health Charm which has a chance to make monsters drop an health globe instead of shards when they are killed.

It is very useful to increase your survivability as it usually means you'll get about one health globe drop per horde on average.


Hmm. Ok - so basically a horde = 100 mobs?

1 - ( ( 1 - x ) ^ y )

So 4% x 100 attempts = 98.31% chance of a single orb drop.

First Health upgrade, cost 105, +15 HP.

I've not had a chance to play enough to determine the average % chances of shard drops (I know the big blue slugs seem to have ~30% ish drop rate, screen is usually too frantic to tell # shards / kill)

But, let's say: 100 mobs = 500 shards

500*0.85= 425

75 shards is 71% of a level 1 upgrade, for the cost of +50 hp (say).

Then level 2 cost * 0.85 etc, I expect the price rises / skill level unlocked.

So, basically:

Starting out, health is low, and you get 1 flask, but upgrades are cheaper, but AI hp is low etc. Health Flasks increase in efficiency as total hp% rises. So, with 500 HP they're worth far less than 50 HP (? I presume - or is it fixed +HP / flask - this isn't usually how it works in these types of games, I'm using Dark Souls for reference here)


At what point does farming that 4% chance drop over-take a 15% lower XP gain?

Looking @ the math, I'd guess not before you had a decent HP pool and shard / skill costs rose a lot more.



TL;DR

This upgrade favors much higher shard cost / HP totals than you have at the start of the game.

It's a very strange choice as the player's first perk, given it favors (or appears to) end-game builds.

Without upgrades, an elixir will heals you for 100 hp. They don't drop from monsters and rarely otherwise. At the beginning of the game they are your only method of sustain. Monsters have 50% of dropping shards (assuming you don't equip golden charm). This means that at rank 1, health charm will provide you 100ish hp for every 50 monsters you kill. The downside is that said monsters will drop 15% less shards. However, most of your income early on don't come from monsters. It comes from pot, crates and chests. Those are not affected by health charms, meaning the real XP cost of the perk is more like 2-4% less shards per run. Now given that the load times are decently long (sorry about that), I'd wager that surviving slightly longer because of the perk results in a much better shard per minute played overall.
Boink Jul 31, 2017 @ 5:24am 
The +% shield on kill is massively OP compared to the rest - not seen a single comparable one.
Panic Fire Jul 31, 2017 @ 5:28am 
Originally posted by Boink:
The +% shield on kill is massively OP compared to the rest - not seen a single comparable one.

That plus all hp to shield, plus +2 pots and pots now heal shields and you are good to go.
ClockworkXI  [developer] Jul 31, 2017 @ 5:29am 
Originally posted by Boink:
The +% shield on kill is massively OP compared to the rest - not seen a single comparable one.
Thanks! We'll monitor that one closely. No one really found it useful here but in an attempt to make it good we might have made it too strong.
Alveriel Jul 31, 2017 @ 5:46am 
it's really combinations that make sense once you have most of them and at a higher level. For instance the one that replaces like 50% of your health as shield and puts your healh at 0 combined with the one that gives you more elixirs but replaces them with shield elixirs is very good later on as your shields come back and seem to take much less damage in the first place. Once you are there you can use any of the ones for +damage or critical that reduce health with those 2 at no disadvantage and that is just one combination that works.
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Date Posted: Jul 28, 2017 @ 4:03pm
Posts: 24