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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.
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.
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.
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
Scavengers are the last enemy that still spawns. Once they stop, you have reached the heat death of the game.
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.
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.