Risk of Rain 2

Risk of Rain 2

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Teva Mar 20, 2020 @ 6:52pm
World Record
Hello everyone,

My friend and I love Risk of Rain 2, but we can't play that much because we both work and it's hard to get the time to play this game, so when we are playing, we always try to get the "longest" game and the funniest, by dealing more and more damage.
We know this game pretty much now after almost 100h, so as many of you probably we know what is the fastest way to get fed and to deal the most damage at each round.

On the link below, it's one of our damage record (this is me, my friend did 6000B).

We're trying to know if there's any website for the best records on Risk of Rain 2. We really want to know what are the world records for the game (damage/score/items...) or if we are far away of it, just for fun.

Thanks.

https://www.noelshack.com/2020-12-6-1584751893-wer.png
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Showing 1-9 of 9 comments
Ittrix Mar 20, 2020 @ 7:25pm 
Likely nothing solid at the moment since the game isn't really done. Every few months things change drastically with minor fixes along the way.
squat_instructor Mar 21, 2020 @ 12:23am 
The longest recorded run that I know of is this:

https://www.twitch.tv/videos/482194991

It was level 108 at 400+ min and it crashed but it just shows that in this game if you hit that power spike you can go pretty much infinitely or, which is most likely to happen, until you crash. So records are pretty much meaningless.
Last edited by squat_instructor; Mar 21, 2020 @ 12:24am
Teva Mar 21, 2020 @ 6:17pm 
Yes @Ittrix the game isn't done yet. But that doesn't mean we can't compare some records.

Thanks for the video @Sailor_seller.
We also did a lot of runs that ended with a crash indeed, thats why we now enter in the Celestial portal to end it.
Ittrix Mar 21, 2020 @ 6:27pm 
Oh for sure you can compare records... but I mean a website for best records would typically take into account if something changes, wouldn't it? Speed running websites change what 100% is if an odd discovery pops up.
Beating monsoon before the *huge* nerf to regeneration was very different than it is now. We'd probably only care about it post nerf. Changes like that happen every few months with minor fixes along the way. Seems like it'd be a bother to keep track of records to invalidate them that quickly. So I'm guessing people don't yet.
Last edited by Ittrix; Mar 21, 2020 @ 6:32pm
Apocalypse Jan 29, 2023 @ 6:15pm 
well, this isnt a world record by any means, as mobs stop scaling after wave 20 on monsoon, so the game literally only gets easier after that (they cap at lvl 99), i was at wave 50 and monsters stopped spawning for me because i was too powerful

DEV QUOTE:
People have gotten far nough into the game that things just... stop spawning. For context, the game skips spawns that it deems is too easy for the number of "spawn credits" it has. If you've gotten to that point congrats, the game thinks Overloading Worms are a bit too easy for you

therefore, its just about time and boredom at that point, i was literally immortal, monsters would never get stronger but I would continue to get stronger and stronger every stage, i couldnt have died if i wanted to, and the game still functions this way
Hiroko Jan 30, 2023 @ 1:58am 
There is also a cap for damage dealt in a single hit that several people have reached legitimately - one way is blast shower spam with singularity band to chain proc itself. I forget what the cap is offhand but its something like 9e18.

Scavengers are the last enemy that still spawns. Once they stop, you have reached the heat death of the game.
Ittrix Jan 30, 2023 @ 11:32am 
Ya'll realize this was from 2 years ago before 1.0, right?
Teva Feb 2, 2023 @ 12:14pm 
Originally posted by Apocalypse:
well, this isnt a world record by any means, as mobs stop scaling after wave 20 on monsoon, so the game literally only gets easier after that (they cap at lvl 99), i was at wave 50 and monsters stopped spawning for me because i was too powerful

DEV QUOTE:
People have gotten far nough into the game that things just... stop spawning. For context, the game skips spawns that it deems is too easy for the number of "spawn credits" it has. If you've gotten to that point congrats, the game thinks Overloading Worms are a bit too easy for you

therefore, its just about time and boredom at that point, i was literally immortal, monsters would never get stronger but I would continue to get stronger and stronger every stage, i couldn't have died if i wanted to, and the game still functions this way

I do not know why this topic is still active since it has been almost 2 years and it's obviously from previous versions of the game...

Back then, the game was not the same and there were fewer items that permitted to reach this type of result. As Ittrix mentioned, things changed every patches and it is difficult to track what has been changed since we stopped a long time ago. The scaling back then must have been different than today, or maybe we were wrong since the beginning and thought we did something pretty amazing by optimizing our strategy to reach such high performances for the past. In fact we haven't seen such results even a year after and we continued to grind for higher dmg just for fun after eventually putting the game on the side.

Whatever the quote the devs wrote, there is nothing that says in the code that enemies stop spawning after you being too strong. In fact, it was obviously a bug since enemies did spawn in higher levels when we had better stats and higher dmg than the original post.

And yes, we became immortal at one point, but we did not get bored since we did not play that often due to our active lives. We knew that we played the game differently than most of the players, but for us it was a lot of fun to see the enemies getting killed instantly with such high damages.
Ittrix Feb 2, 2023 @ 7:39pm 
Originally posted by Ꜩva:
The scaling back then must have been different than today, or maybe we were wrong since the beginning and thought we did something pretty amazing by optimizing our strategy to reach such high performances for the past. In fact we haven't seen such results even a year after and we continued to grind for higher dmg just for fun after eventually putting the game on the side.

I'm not invested enough to check if the timeline matches, but there was pretty small detail changed which drastically increased the effect of a lot of proc items.
At some point, proc items swapped from additive to multiplicative.

Back in the day if you popped a 400% proc on a 300% attack, it would do 700% damage because 400% + 300% = 700%. Today it does 1200%, because 400% * 3 = 1200%.
The change was made because it rewarded fast, weak hitting characters and punished stronk hitting ones. Compare Commando firing 20 shots a second which each can proc a 5000% damage sticky bomb to Arty maybe proccing one 6000% sticky bomb.


Apply this logic to proc chains and you can see how drastically different the scaling is.
Arty popping a nano bomb for 1200% with two procs that each did 600% damage in a line would do 1800% for the first proc, and 2400% for the second proc.
Today. if I'm up to date on how RoR math works, that would do 43,200% base damage for the second proc.
Biggest change to how scaling would work off the top of my head.


Lot of other details have changed too. I know the bands were a proc chance, and not a guaranteed thing in 2020. There's also way, way more proc items now than there were then.
Last edited by Ittrix; Feb 2, 2023 @ 7:45pm
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Date Posted: Mar 20, 2020 @ 6:52pm
Posts: 9