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In my opinion, the elite bells are one of the biggest threats outside of elite clay templars or elite stone golems. Huntress struggles against these sorts of enemies unless you can kill them quickly.
If health bar has stripes on its left end protection is on. Can check on it to see when it popps off.
1. The Brass Contraption had either Burning or Overloading, which Burning ignites you for a few seconds doing more damage, and Overloading attaches a "stickybomb" that deals 50% of the total damage the attack would deal.
2. You had 10% or greater of your HP removed due to Lunar Items (Spinal Tonic debuff - 5% HP loss per debuff, Shaped Glass - 50% HP reduction, Artifact of Glass - 90% HP reduction)
3. You were shot/hit/melee'd by something else shortly after the Contraption hit you.
3a. You were hit twice by the Brass contraption.
One Shot Protection prevents you from taking more than 90% of your HP in a single hit, and prevents attacks killing you after triggering OSP for .1 seconds.
Every properly balanced game has health gates to prevent this, where the health bar is split to multiple sections and when one gets depleted there is invulnerability frame so that random events don't suddenly kill you. Maybe since developers released 1.0 they can actually focus on balancing this game and add this mechanic? It is required for unlucky players like me to play anyone other than tanks, I have only my skill to rely on, luck is always playing against me.
the issue with health gates in RoR2 how ever is the fact we can basicly get enough lifesteal and health regen to never die unless we get 100-0 in a single strike couple razor wire some leeching seeds and you nearly never end up dead less you do something realy dumb such as say pick up more than 1 shaped glass
That's not to mention that many attacks that you think "one-shot" you (read: just about all of em) actually hit you 2-3 times in the space of a couple frames. So as far as the game engine's concerned, you didn't actually get one-shot, your health was slowly whittled down by multiple hits over the course of 0.03 seconds.
I don't mind the game being difficult, but it is definitely a little insulting how they have a "one-shot protection" mechanic coded into the game that can protect you from Wandering Vagrant's nova and basically nothing else whatsoever.
That said, there was a patch note that suggested that after OSP is triggered, you are unable to be killed for a further 0.1 seconds - but this is provably false, as there are already a bunch of bewildered clips of people getting killed in two frames by the final boss's slam. So either that is indeed bugged, or the boss ignores OSP completely.
It only prevents 1 HIT from killing you from 90+% hp. anything else is fair game. theres not a single frame of invincibility. Otherwise mithrix wouldn't be able to insta-kill me with his slam dunk ability. and if there is a small window, its so small that its useless anyway because a greater wisp double hit will kill you.
https://steamcommunity.com/games/632360/announcements/detail/2744334079861093223
The threshold for OSP is now displayed on the healthbar with a faint graphic.
Now has a lingering 0.1s duration when activated.
🌧 Update OSP logic so it still triggers if you receive multiple sources of damage in the same frame that go past OSP values, i.e Malachite Lesser Wisps
i noticed, but like i said, if the window is so small that it doesnt bloody matter then whats the point ? you still get instakilled by multiattacks or attacks with DoT's.