Risk of Rain 2

Risk of Rain 2

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BlueFenixR May 7, 2019 @ 12:50pm
% Caps for items?
Anyone done any research on this? I swear i didn't saw much difference between 18 + soldier syringes in my commando but may just be me due to having that much.

The obvious ones are 10 Lens and 7-8 Tri Tips so far. Sticky raises to 100% at 40 iirc, although with some skills it might need more (Some skills have reduced chance to trigger effects like Mul-T nail gun afaik)
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Showing 1-10 of 10 comments
Zeddy May 7, 2019 @ 4:55pm 
That's just maths, though. At 18 syringes, your attack speed is increased by 270%, meaning you're operating at 370% attack speed. One more syringe adds another 15 for 385%.

15 / 370 = effecitvely a 4% increase. That can be noticable for sure, but it's not going to have the proportional effect of your first 10 syringes.

Sticky increases in damage and chance, so it just keeps scaling forever.
BlueFenixR May 7, 2019 @ 7:31pm 
In RoR1 although theoritically items could stack to infinity, some hard caps where placed in them. So my question should be more along the lines if someone found those hard caps.
Zeddy May 7, 2019 @ 7:51pm 
https://riskofrain2.fandom.com/wiki/Item_Stacking

No hardcoded caps, but sometimes there are effective caps, often absurdly large.
Tanya May 8, 2019 @ 2:01am 
Some items have like critical glasses while others like crowbars dont. Also syringe stacks unlimited, i had 40+ or so and i was able of shoot like 5 times per second.
ItsRay May 9, 2019 @ 6:58am 
The only hardcapped stat in the game seems to be crit chance at 100%. Even with the bleeding dagger theres a point to stack above 100% (For example, nail gun with 0.2 proc rate should only get to 100% bleeding with 500% bleeding chance.. logically at least)
Raptros May 9, 2019 @ 8:49am 
I think the descriptions are a bit off.

Teddy bears give 15% chance to block per stack, but in a 10+ bear run, I was still getting hit.

I'm pretty sure there are diminishing returns. It's 15% extra, but 15% of what? There might be a hidden value or something, but it's calculated to give less as you go. The rates aren't flat.

I remember my friend looking it up and saying if you want 100% block chance, you'll need an absurd amount of bears, like about thousand

Last edited by Raptros; May 9, 2019 @ 9:02am
BlueFenixR May 9, 2019 @ 9:37am 
Yes Teddy Bears have been the bane of the mathsmiths of the game, its not an addictive % but some other weird ♥♥♥♥♥♥♥ where you need thounsands to reach a 99.9% or something so not really possible to get 100%.
ItsRay May 9, 2019 @ 10:22am 
Originally posted by Raptros:
I think the descriptions are a bit off.

Teddy bears give 15% chance to block per stack, but in a 10+ bear run, I was still getting hit.

I'm pretty sure there are diminishing returns. It's 15% extra, but 15% of what? There might be a hidden value or something, but it's calculated to give less as you go. The rates aren't flat.

I remember my friend looking it up and saying if you want 100% block chance, you'll need an absurd amount of bears, like about thousand

its called diminishing returns and even with 10 quadrillion bears you still wouldnt have 100% block chance
Raptros May 9, 2019 @ 10:36am 
Originally posted by ItsRay:
Originally posted by Raptros:
I think the descriptions are a bit off.

Teddy bears give 15% chance to block per stack, but in a 10+ bear run, I was still getting hit.

I'm pretty sure there are diminishing returns. It's 15% extra, but 15% of what? There might be a hidden value or something, but it's calculated to give less as you go. The rates aren't flat.

I remember my friend looking it up and saying if you want 100% block chance, you'll need an absurd amount of bears, like about thousand

its called diminishing returns and even with 10 quadrillion bears you still wouldnt have 100% block chance
Oh, I thought at one point you would eventually reach 100. I guess not
GIRL May 10, 2019 @ 6:04am 
Originally posted by ItsRay:
The only hardcapped stat in the game seems to be crit chance at 100%. Even with the bleeding dagger theres a point to stack above 100% (For example, nail gun with 0.2 proc rate should only get to 100% bleeding with 500% bleeding chance.. logically at least)

Proc coefficient doesn't actually affect chance, just damage. (Also I think MUL-T's nail gun is 0.4, not 0.2, but I could be wrong).

So if MUL-T's Nail gun has a coefficient of 0.2, he'll still Bleed an enemy 100% of the time with 10 Daggers, it'll just do 0.2x the damage that it usually would.
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Date Posted: May 7, 2019 @ 12:50pm
Posts: 10