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Don't know what else your build had, but it sounds like the extra addition managed to create a case similar to the perma-shield-growth build mentioned in the guide. Depending on what pieces needed to create that normally you already had present, the buff could've been covering one of many things necessary to create the scenario.
I'll probably consider making a build like that with my current gear at some point - I just finished my first "proper" set - I was mostly using completed items until now. It's using the three 'Forest Guardian' items as a core, and I was getting a 126k shield or something the one turn I witnessed that I got to use skills.
I just wish the logs recording what was going on were either more verbose and detailed to explain what was going on. One of my runs several months back (10k floor limit), I remember Holly stealing some buff that became permanent for the rest of the run. No idea where it came from, but with how it interacted with my other equipment my shield kept growing by some percent each floor and didn't reset. By the time I finished the 10,000th boss, my shield was over 600 million. I definitely wanted to try recreating it, but the logs being as they are I had no idea what was actually going on.
Good luck and enjoy!
Already have Guardian, though I don't have Ironbody - it was on my list of considerations but didn't make it due to only proccing 75% of the time. But assuming it'd work on Wedge, it combined with Revivals would probably suffice.
In the end I dealt with it by running a set with no Max HP and a lot of Shields.
Anyway, yes, 600F was Jinx of Wedge. 300F was the poison one, which I didn't seem to need Dirty Blood for but was prepared to swap it in.
I wouldn't be surprised if there was a buff you Power Drained that causes Holly to deal more and take more damage. Is damage dealt by Wedge, dealt by Holly to Holly?
Some possible suggestions to try:
Runeword: Guardian -- The doubling after the dungeon doubling might be a critical hit?
Runeword: Ironbody -- Any hit that does more than your max HP is reduced by 95%
Phoenix Feather Revivals -- up to +9 revives. Though if the mechanic is killing you every 10 floors after 600, this will only get you to floor 700.
That's irrelevant here, though, as I have a few millions Ailment resistance at this point due to an ailment Jinx.
In the end I solved it by swapping out all of my HP gear and running a Shield build, since I couldn't figure out where the additional 2x was coming from.
I don't have the exact numbers that were for that run in particular, and the fact that it happens to be X times my max HP doesn't really matter, as the damage dealt is based on the HP you have at the time. Looking back, one thing I can think of that plays part of it is the Dungeon itself, as it was done in the dungeon that doubles damage you take during your own turn.. Problem is that it's doubled again on top of that.
I can only speculate, really. Does it always happen against the same type monster? The Assassin Needle has a Revenge line in the log, I assume that is Holly's Revenge stat striking the Assassin Needle? Did it actually get a hit on Holly? If the deaths are after the Assassin Needle every time, it may have some type of debuff it applies when it hits that causes Holly to take extra damage when hit.
What is your Max HP stat without Overheal applied, and what does it show during dungeon runs? The log shows 9931, but you said the 40k hit was 8 times your max HP without Overheal which would imply ~5k. That would mean doubled by Overheal would put it at the 9931 number...but you can't double a number and get an odd numbered result...?
These logs are so confusing heh