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Which mutations are you talking about exactly? From what I can infer, "literally 1k swings to heal 1%" is necromancy, which takes nowhere near "literally 1k swings to heal 1%", only 5 enemy kills and thats with no scrolls put into survival, and the ones with conditions that dont tell you how much they heal I assume to be frenzy and adrenaline, which I do think both suck cause their proc is so niche that the health you recover is negligible, as you mentioned.
Edit: just checked the wiki, and it's obvious to me now that youre talking about just frenzy and adrenaline. I knew the amount of health they recovered was low, but holy ♥♥♥♥♥♥♥ hell I didnt realize it was THAT low (.0012% base, .008% cap at 37 brutality, and .0015% base, .015% cap at 30 brutality respectively) cause I never used them.
Okay yeah, why do these even exist?
They used to be pretty viable pre-1.9 and especially scaled well by endgame (Castle and onwards) but they were nerfed pretty hard in 1.9. Here's the patch note:
Nowadays, if you manage to get colorless scythes drop while playing brutality definitely try Frenzy (and maybe Adrenalin) for funzies. They're bugged where you can occasionally get a near-full heal from critting.
I can't see the point picking these mutations in a run.
If you need healing just pick Gastronomy, What Doesn't Kill Me, Alienation, even you're not playing survival build.
Gastronomy's busted but as Frenzy and Adrenalin are based off of attack damage you can get great mileage out of them especially in the endgame. Necromancy isn't as potent off-color as Frenzy is on Brutality, and if you're good with dodging then Adrenalin is a free 1-2% HP per roll. Pretty worth it to me.
You need to have only 800 hp at that point for it to be 1%... but at that point you'll surely have A LOT more than that. With 35/5/6 which was my last successful 5bc run I literally had over 22000 hp, so a recovery of 8hp is literally 0.036% of that.
I never use stuff like
Plus most standard enemies only take 1-3 hits with most melee weapons, 7 at most (random guess) by the point some people are saying these mutations become "useful", and they have niche conditional procs. Granted it only heals up to 50% of hp now, but necromancy, even when offcolor, still seems like a damn sight better with .2% of max hp per kill at 1 survival.
I absolutely cannot be ♥♥♥♥♥♥ to do the testing for values for the math of adrenaline and frenzy's healing rates, so Ill leave that to someone else and just say that randomly guessing areas have an average of around 100 enemies, necromancy at only 1 survival would still heal 20% of total max hp per area, and then you also have all food drops since the new malaise meta from what Ive read of other people's strategies is to just let it max out and roll with the punches since 10 malaise doesnt make a significant enough impact in proportion to 1-3 malaise, so the infection from food doesnt matter, it's just free health.
I also dont exactly find risking entire chunks of my health and possibly my entire run on trying to regain tiny slivers of my health with adrenaline to be an intelligent idea, and the way I see it, neither it nor frenzy at their best have anywhere near the viability that necromancy has at its weakest because of the vast difference in hp healed and the fact that necromancy is viable throughout a whole run, unlike frenzy & adrenaline only being "good" towards the endgame as the people defending them are saying. And thats all not to mention that necromancy also heals 4 bars of malaise on boss kills, though not that that is all that important considering the new malaise meta as I mentioned previously.
To each their own, I guess
What I said was taking that into account, unless "per damage point" means something different from what it sounds to me.
Let me see. There are two options in my mind. Let c be the percentage of recovery given by frenzy.
First: When you cause melee damage, you recover c of your max HP per damage point. This means that total healing is computed as H=c*maxHP*Damage.
Second: When you cause melee damage, you recover c of the damage caused.
First is a little weird to me. If you cause 100000 melee damage with 37 brutality then healing is H=0.008*maxHP*100000/100=8*maxHP which would be eight times full recovery.
Second is too low: You recover 0.008*100000/100=8 health.
Yeah, but I never said it did. What I didn't know if the damage that counts is the base damage, or the actual damage, or if the healing percentage is taken from max HP or from the damage done.
Will upload footage soon in the hopes that someone else can help me understand what's going on.