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I think it's actually so OP noise has to basically nerf it sometime later
I had 3000 crystals with lvl 1 Money Shot on the first Elite island. WHAT?!
I just attempted a run with Pickaxe (and LS) and was landing hits without touching the ground. Try it and tell me that I'm wrong, because I might be, but it felt like I may have lost altitude but I didn't actually have legs on the ground.
BUT, man, I am STRUGGLING with the Lightning Scepter, lol. At least a dozen tries on normal and can't complete one. Been trying to go Health > $$$ > Elemental > Luck (base health > paycheck/tony's > lightning/fire > autoload) and have been getting garbage RNG.
I'll change up my usual grabs and try the Grip Tape as you suggested. I like the Monet Shot but it's only been a choice once in 12 or so runs. Feels like health and $$$ needs a boost or I need to git gud. Last major patch had same problem, turned out I needed to git gud.
I don't play beta or even look at the notes so this update was a huge surprise for me, and I got to say (even though I'm struggling with it) that I am really impressed and happy with it. The maps look so much cooler and everything is tight and tidy. Chests drop in new locations (to help the infinity chest drop mods?). This game is clearly a labor of love for the dev.
- For Skill and Melee, i've found the Air Strike and the Hammer to be a pretty good pair: both give you much needed single-target damage, while the Staff is by itself a Crowd Control machine. Hammer also gives you great mobility and is great to make an escape backwards.
- Aura Shot works on your electric droplets and is a great way to rack up even more damage.
- As many have said before me, Money Shot is cracked on this thing, as is Sharp Shot just so you can kill Nests with it, as well as deal with Giant Ants marginally better.
- Global Damage is the name of the game since element now scales on it, so you can forgo weapon damage mods in favor of global damage perks and/or more elemental buffs.
- "Get gold when you heal" perk and Regenerator work very well with the new health mechanics and with how easy it is to rack up a lot of health with mangos and bananas. Since Regenerator gives you static amounts of health, you can amass quite a fortune with just a little missing health off your huge stack of it. By the same token, Heal Shot is also insanely good with the Staff as you make many small hits in a wide radius, which results in a lot of passive health gain *and* money.
In those cases, trying to do Hammer/Pickaxe will like, not even work, because they both require you to get down close to the ground for the thing to go off
You aren't touching the ground per se, but getting extremely low with either of those melees
Either way, I still think Katana is the melee for LS because of its movement properties
It functions like the Electro-Orb....it deals very very rapid AoE damage to things your shots pass NEAR. Effectively, the Lightning Staff has a permanent Aura shot, but with the damage based on weapon damage, rather than a static amount based on mod level.
Slower projectiles maximize "time near" targets....whether that means the projectile is approaching the target to hit them, or passing by them. Normally I'd suggest ignoring the advice not to take fast shot and just learning to aim under, but in this case, while fast shot does improve range and accuracy, it slightly reduces damage, for the same (inverse) reasons that slower shots improve damage.
two major mods for damage that weren't mentioned in the original post up top:
- Glue shot is probably the biggest damage boost you can get with this, for the same reason glue shot works so well with aura shot...but unlike aura shot it stays relevant on damage without having to stack a specific epic mod.
- Bouncing shot extends your range and helps a LOT on islands with restrictive terrain (mainly ceilings) like the ice bridge level....100% damage on bounce helps too.
- Honorable mention here to piercing shot, which is great if you DON'T have glue shot (or if firing into crowds, 1 piercing might still work with glue). Piercing shot means that bullets don't just end when they strike the target, and synergizes well with bouncing shot, since the bullet can damage, pass through, bounce, and still deal a bit of that (+100% after bounce) area damage.
defense wise, bulletproof and the ring that gives 25% chance to avoid damage are solid picks to avoid damage from being sniped by certain enemies (ants, sniper crabs) or obliterated by certain multi-projectile barrages (lightning/shotgun crab, elite pumpkin).
It synergizes well with abilities that need enemies to stay in one spot for maximum effect....air strike, laser beam, and to a lesser effect electro-orb and ice blast, since the momentum-killing nature of lightning is good for stunning enemies in place (unlike ice, which often makes them slide).
Tools to avoid the long reload will help your airtime, and by extension, majorly help your survivability and minorly help your offense. Efficiency is VERY powerful since each tick of the AoE is "weapon damage." and even 1 efficiency can often give you effectively limitless ammo provided you're hitting. Without efficiency, big mag, autoloader are of limited use, but not "bad"...and ring of reloading, All You Can Eat and ammo ring can all give you endless airtime (the reload with ring of reloading takes about the same time as a single air dash, so you won't even lose altitude). Juiced is a solid pick as well.
I want to say that I can shill my time shot crit build nonsense here, but with a multihitting projectile like this, it's hard to actually tell if time shot is increasing the number of potential crits or decreasing them. Too much number soup.
it isn't even necessarily the lightning that does it....get a random totem to remove lightning shot - it STILL has unbelievable multihit levels, since it spams out it's bullet damage crazily fast (at LEAST as fast as time shot) just by the bullets being NEAR the target.
It really doesn't synergize with CRIT, so much as it makes absurd use of crit PROCS: critical arrow, critical blast, and critical lightning. ANY level of crit makes those proc an insane amount. Consider that when you're firing at the home island dps skull, you can hit 80-100+ DPS. The projectiles from lightning staff only deal 1 or 2 damage...About half and half really, so lets say 90 dps, with 30 damage instances doing 1 and 30 damage instances doing 2 damage...so 60 damage instances every SECOND.
Toss in a single sharpshooter for +6% crit and a 10% proc rate on crits from a single critical arrow and you're triggering (1%+6%)*10%*60 = 0.42 critical arrows per second, or 1 every 2.5 seconds on average. scale that up AT ALL, in any fashion and things get REALLY crazy REALLY fast. (and it's the same with critical blast, and even better with critical lightning, averaging 1 per second because it triggers with a 25% proc rate on 1 level).
That isn't That's 2 common crit perks into a run