Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Broken Cog
Dec 29, 2009

We're all friends here
People are aware that you can reroll any trait into a random different one with obsidian dice, right?
Pick the dice starter set, and you likely should have one to begin with, too.

Adbot
ADBOT LOVES YOU

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"
oh no, that one rules, i'm talking about the ones that are like "you gain no more benefit from X / Y stat, but double from Z stat" where Z is dex or intelligence.

SKULL.GIF
Jan 20, 2017


https://twitter.com/tiny_rogues/status/1743727869337997705

deep dish peat moss
Jul 27, 2006

RoboCicero posted:

oh no, that one rules, i'm talking about the ones that are like "you gain no more benefit from X / Y stat, but double from Z stat" where Z is dex or intelligence.

Okay yeah that's fair, I have never taken that one because it sounds like it would suck :hai:

WarpedLichen
Aug 14, 2008


deep dish peat moss posted:

Okay yeah that's fair, I have never taken that one because it sounds like it would suck :hai:

Those are maybe ok if you get the right stat and can plan towards it but Natural Burden (You gain no more stats from strength, dexterity or intelligence but the penalties from exceeding your equip load capacity are reversed.) - seems like it actually just is absolute rear end.

Same with Resolute Technique where it might ok early on but quickly becomes a liability.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

WarpedLichen posted:

Those are maybe ok if you get the right stat and can plan towards it but Natural Burden (You gain no more stats from strength, dexterity or intelligence but the penalties from exceeding your equip load capacity are reversed.) - seems like it actually just is absolute rear end.

Natural Burden is great under very specific circumstances. When you're Insanely Overencumbered (150 weight load without increases to base) you have 20-30% each of extra move and attack speed, crit, and stamina and mana regeneration. So if you have a build that doesn't specialise in any one stat and you have tally gear/traits and you can load up with bulky armour, it's just free stats supplementing massive defences. The best build is probably Best Friends Forever/Tiger Cub, which will tend to have innate 90-100% crit before Dex bonuses. With 2 block you can use the tally reduction trait to throw on rocket gloves and/or the boots that rain fire as you walk to constantly nuke the world with autocrit homing attacks. I'm pretty sure it could get a win without using a weapon at all, but adding a weapon with a debuff effect just makes it meaner.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe


Super Hero with the +30 INT superpower, the Big Brain hat for +20 INT, the "All INT bonuses are doubled, STR/DEX do nothing" trait, and the School Uniform (+2 power per INT) is bad enough already...and then I got "+1% buff effectiveness per point of power" AND "+5% buff effectiveness per point of INT". That's giving me +470% buff effectiveness...and when I hit things I get stacks of Rage, which makes me attack faster. I think it's something like +250% attack speed if anything could ever live long enough for me to get to max stacks of Rage.

(too bad Excalibur doesn't scale with INT!)

EDIT: ascended the Good throne:

https://i.imgur.com/xBoweGZ.mp4

TooMuchAbstraction fucked around with this message at 03:42 on Jan 7, 2024

Teriyaki Koinku
Nov 25, 2008

Bread! Bread! Bread!

Bread! BREAD! BREAD!

WarpedLichen posted:

Those are maybe ok if you get the right stat and can plan towards it but Natural Burden (You gain no more stats from strength, dexterity or intelligence but the penalties from exceeding your equip load capacity are reversed.) - seems like it actually just is absolute rear end.

Same with Resolute Technique where it might ok early on but quickly becomes a liability.

I dunno, I had a run where I stumbled into that trait and ended up having super boosted stats after having a ridiculous load capacity ratio like 190 or 290/50.

CHaKKaWaKka
Aug 6, 2001

I've chosen my next victim. Cry tears of joy it's not you!



Was doing a run with the pyro to unlock another class and ended up with a weapon/build to delete the gods. Last boss took 5 seconds to kill because of the 4 second cooldown.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Oh yeah, I found that weapon in my Frog Apocalypse run. Ended up not using it because of the comparatively short range; I had so much baseline attack power that the full-screen targeting of scroll weapons was more valuable than the raw stats of the staff.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

RoboCicero posted:

Bad Enchantments: Enchanted bosses/double enchanted bosses would be so much easier if meteor, prism, party wasn't in the pool.

The upside is if you don't have double enchant or boss enchant then it's basically free, I don't really find the "worse" enchantments substantially harder than the harder ones in the regular pool.

Jedit posted:

Natural Burden is great under very specific circumstances. When you're Insanely Overencumbered (150 weight load without increases to base) you have 20-30% each of extra move and attack speed, crit, and stamina and mana regeneration. So if you have a build that doesn't specialise in any one stat and you have tally gear/traits and you can load up with bulky armour, it's just free stats supplementing massive defences. The best build is probably Best Friends Forever/Tiger Cub, which will tend to have innate 90-100% crit before Dex bonuses. With 2 block you can use the tally reduction trait to throw on rocket gloves and/or the boots that rain fire as you walk to constantly nuke the world with autocrit homing attacks. I'm pretty sure it could get a win without using a weapon at all, but adding a weapon with a debuff effect just makes it meaner.

Note that you don't get attack speed out of it, unless you also have the Agility trait. (Which is usually good to have anyhow.) You get very little in terms of offensive bonuses; there's an encumbrance modifier to top end damage, but even at Insanely Encumbered it caps out at +/- 20%. The main benefit (other than equipping whatever you want without caring about weight) is somewhere around 40% movespeed and stamina, at the cost of a lot of offensive stats. If the mobility is more important to you than offense it might be worth something. An int-heavy build that doesn't care about crits (either because you have reliable crits from somewhere else, rely on sources of damage that don't crit, or snuck Resolute Technique into your build) and doesn't have any traits/equipment that scale with int would be pretty much see all upside, though.

Kuros
Sep 13, 2010

Oh look, the consequences of my prior actions are finally catching up to me.
So far my favorite traits have been:

Dex:
Alacrity
Best Friends Forever
Earned Luck
Harmony (if paired with Transcendence)
Transcendence

Int:
Dreamer
Elemental Focus
Insight
Mageblood

Str:
Ancestral Aid
Barbarism
Boozer
Brawler (best paired with pets)
Heavy Draw
Rage

I find that these tend to be universal across most runs.

Your Computer
Oct 3, 2008




Grimey Drawer

the holy poopacy posted:

If you're using mana draining weapons, more mana is an easy DPS boost. Sometimes getting an extra heart or stamina means you can drop a defensive armor in favor of something with offense bonuses.
i don't feel like i've really had any points where i get to choose between defense and offense, i mostly just take what i can get and it feels like the terrible runs are just a result of terrible loot :sigh:

Shaman Tank Spec posted:

The damage ranges for some weapons are just wacky.
this also annoys me quite a bit... i know there are a couple of traits that lock your output to either only high or only low rolls but i still wish i had a more reliable damage output instead of a huge range going from single to triple digits


e:
oh hey speaking of companions, is there a way to get more of them without removing their benefits? it feels like i'm missing something really obvious but in ~30 runs i've never seen any way to increase the companion limit without also removing their buff effects (i think it's a dex trait?) which kinda defeats the entire purpose

Your Computer fucked around with this message at 05:49 on Jan 7, 2024

Einwand
Nov 3, 2012

You idiot.
In this world it's pet or BE pet.

I saw a +1 companion limit charm, one single run.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Your Computer posted:

oh hey speaking of companions, is there a way to get more of them without removing their benefits? it feels like i'm missing something really obvious but in ~30 runs i've never seen any way to increase the companion limit without also removing their buff effects (i think it's a dex trait?) which kinda defeats the entire purpose

There's a red trait that gives +1 companion limit at the cost of making your attacks do minimum damage only, which is probably not worth it but is good for gimmick runs. (Also it's not clear how it interacts with crushing blows, if you have 100% crushing blow it might negate the downside?) Also a charm that gives +1, and I'd swear that there's at least one other +1 equipment item available?

Also, standard PSA: if a companion item has fractional companion weight you can just use it up to the limit to summon multiples, you don't need to hunt for another fractional companion weight item.

SKULL.GIF
Jan 20, 2017


the holy poopacy posted:

There's a red trait that gives +1 companion limit at the cost of making your attacks do minimum damage only, which is probably not worth it but is good for gimmick runs. (Also it's not clear how it interacts with crushing blows, if you have 100% crushing blow it might negate the downside?) Also a charm that gives +1, and I'd swear that there's at least one other +1 equipment item available?

There's also something that gives you +50% to minimum damage rolls. As for equipment I know of at least two that give you extra companion slots, the Sheep Costume and the Safari Hat.

You can also get companions through traits (Ancestral Spirit, Arcane Familiar) or gear (Hydra Wand, Beetle Armor). They don't give you stats (directly) but the extra source of damage is great for aura builds.

Snooze Cruise
Feb 16, 2013

hey look,
a post
add an even more expensive bonfire option where we can increase companion limits >:D

Your Computer
Oct 3, 2008




Grimey Drawer

Shaman Tank Spec posted:

The Soul Scarf. It gives you a Soul Heart every time you chug a potion, and you can pay 10 souls to refill your potions at a bonfire.

update on this: it's a starting gift and i had unlocked it without knowing :pram: this is going to be very nice

Snooze Cruise
Feb 16, 2013

hey look,
a post
money bag companion is funny since you only need to keep like 50 gold for the full benefit and that is barely nothing. if i see it i always pick it up and hunt for the trait that gives you stat increases based on how many companions you have.

Raserys
Aug 22, 2011

IT'S YA BOY
I'm glad I rushed unlocking all the characters via soul scarf abuse before this next patch comes out

Kuros
Sep 13, 2010

Oh look, the consequences of my prior actions are finally catching up to me.
I've been actively avoiding the Soul Scarf as it makes the game too easy imo.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


lol
https://i.imgur.com/ZbYFhPr.mp4

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

SKULL.GIF posted:

There's also something that gives you +50% to minimum damage rolls. As for equipment I know of at least two that give you extra companion slots, the Sheep Costume and the Safari Hat.

You can also get companions through traits (Ancestral Spirit, Arcane Familiar) or gear (Hydra Wand, Beetle Armor). They don't give you stats (directly) but the extra source of damage is great for aura builds.

Oh yeah! IIRC the safari hat also penalizes the stat bonus from companions but it's only like -25%. Sheep costume is something like -50% damage to your own attacks, which sucks pretty bad.

Basically all permanent companions grant stats, even those that come from traits or items (and there's at least one weapon that gives permanent companions, the fiend codex.) I'm not sure the hydras count though.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"

Kuros posted:

So far my favorite traits have been:

Cast on Crit has been one of my favorite traits just for the absolute shenanigans it enables

Broken Cog
Dec 29, 2009

We're all friends here
The game is honestly pretty easy right now, outside of some of the late cinder modifiers. Mainly because a lot of the purple and orange weapons are absurdly overpowered.

Shaman Tank Spec
Dec 26, 2003

*blep*



Snooze Cruise posted:

money bag companion is funny since you only need to keep like 50 gold for the full benefit and that is barely nothing. if i see it i always pick it up and hunt for the trait that gives you stat increases based on how many companions you have.

Yeah, one of my best runs was getting the Money Bag on my first floor, and then the "companions give you +300% benefits if you only have one" talent.

Your Computer
Oct 3, 2008




Grimey Drawer

Broken Cog posted:

The game is honestly pretty easy right now, outside of some of the late cinder modifiers. Mainly because a lot of the purple and orange weapons are absurdly overpowered.

man speak for yourself i'm struggling even on runs where i get a legendary :negative: in all this time i've beaten the final boss once

like i can usually beat death, but a lot of my runs end before i can even get to the boss after that. and then there's another boss after that too :shepface:

Broken Cog
Dec 29, 2009

We're all friends here

Your Computer posted:

man speak for yourself i'm struggling even on runs where i get a legendary :negative: in all this time i've beaten the final boss once

like i can usually beat death, but a lot of my runs end before i can even get to the boss after that. and then there's another boss after that too :shepface:

Yeah the thing is... The early game, before you find a good weapon and have to actually survive for an extended amount of time against bosses, is often the hardest. Especially on higher cinder difficulties.
Once you can reliably get to the point where you find one of the top-end weapons, you can basically just coast through the rest of the game.

Edit: And the alignment shops really do make stuff easier, especially with the +40%/+100% damage alignment charms and accesories.

deep dish peat moss
Jul 27, 2006

You don't even really need a high-end weapon to breeze through the game, just a couple good talents. Harmony + Transcendance, or 2-3 auras are enough to delete most of the game with any weapon, or 100% crushing blow + the talent that makes you gain 100% more stats granted from mana. That's why I couldn't imagine starting with any gift besides the dice box, being able to set one of those up right away rules.

deep dish peat moss fucked around with this message at 12:13 on Jan 7, 2024

Broken Cog
Dec 29, 2009

We're all friends here
Yeah, the dice starting gift is invaluable, though it's locked behind mastery 20 iirc.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Snooze Cruise posted:

money bag companion is funny since you only need to keep like 50 gold for the full benefit and that is barely nothing. if i see it i always pick it up and hunt for the trait that gives you stat increases based on how many companions you have.

I just got that combo on a Monk with a repeating crossbow and Glass Cannon for my last run to complete Don't You Forget About Me. It was like being one of Terry Pratchett's Yen Buddhists, who see money as the root of all evil and so accumulate as much as possible to selflessly take the burden of sin onto themselves. 30k crushes everywhere, bosses melting in seconds.

Minimum damage for +1 companion is probably best on Druid. With something like Fetish Doll you can easily get 15 companions and a 7-8% damage buff for each, and there are weapon types like Cold that usually have a fairly narrow damage range anyway.

SKULL.GIF
Jan 20, 2017


IMO giving players the advice of "here's how to build better" is kinda missing the point if they find the game too hard. Yes, it'll help them kill bosses faster. That's not the hard part.

The hard part is surviving the attacks and being able to reliably dodge through the patterns. That's what kills players, not the part of not having enough damage. That part just means fights take longer (which can be cool sometimes: I didn't know Amon had a powerup form until recently).

As to that, my advice is to 1. Always be moving, ideally circling around the room if you don't 2. Watch the bullets and be where the bullets won't be in the future 3. Only dash if you absolutely must to dodge an attack.

The other half of this is just simple familiarity with the game. After enough runs you'll just unconsciously dodge, for example, the homing attacks from the poison mosquitoes on Floor 5 without thinking about it. (The dodge pattern is simple: wait until they're about to hit you then step forward and past them. These bullets can't curve fast enough to keep chasing you.)

Shaman Tank Spec
Dec 26, 2003

*blep*



Those rooms with Beholders in them are still unbelievably hosed. Yes, they changed it so that their attacks are SLIGHTLY staggered, but if there's two of them you're still gonna be in a situation where there's two spinning wheels of death going around on top of every enemy spamming poo poo at you.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
The floors that consistently give me the most trouble now are the ones where you fight adventurers. The floor with clerics that heal the other enemies is nasty, because if you don't have good DPS yet, you can be completely subject to RNG whether or not you'll be allowed to kill anything. And the one with all the griffons and archers and giant golden knights is just a clusterfuck of projectiles flying everywhere.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Shaman Tank Spec posted:

Those rooms with Beholders in them are still unbelievably hosed. Yes, they changed it so that their attacks are SLIGHTLY staggered, but if there's two of them you're still gonna be in a situation where there's two spinning wheels of death going around on top of every enemy spamming poo poo at you.

The only thing that's changed for sure is that three of them can't activate simultaneously. They can still all be zapping at once, though. That said, I think that they're now proximity/damage activated, so they won't zap if you're not in the top half of the room unless you hit them with a long range attack. They're still hosed, but they feel less hosed than before.

Double gryphon rooms can gently caress off though.

Your Computer
Oct 3, 2008




Grimey Drawer

SKULL.GIF posted:

IMO giving players the advice of "here's how to build better" is kinda missing the point if they find the game too hard. Yes, it'll help them kill bosses faster. That's not the hard part.

The hard part is surviving the attacks and being able to reliably dodge through the patterns. That's what kills players, not the part of not having enough damage. That part just means fights take longer (which can be cool sometimes: I didn't know Amon had a powerup form until recently).

i mean, the fights against the end bosses become considerably easier if you can skip the worst parts of them and similarly they become considerably harder to avoid damage in if you have to endure them for several minutes

the only time i ever managed to defeat primal death was to kill him before the screen-filling laser attack, and likewise the only time i've ever gotten to any of the end bosses is when i've had enough damage to not get chipped through the last levels with their absolutely ridiculous enemy patterns.

Shaman Tank Spec
Dec 26, 2003

*blep*



This carried HARD.



I also had a bunch of other stuff that procced on Lucky Hits (and a 37,5% Lucky Hit chance), and once I got going I attacked about 12 times a second. Primal Death lasted maybe 3 seconds. Sure, I was only doing about 4000 per crit (which was also happening all the time because I had a talent that gave me an automatic crit after 5 attacks), but when they're coming that fast, who cares?

Really wish I could've continued playing past level 12 with this run.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

TooMuchAbstraction posted:

The floors that consistently give me the most trouble now are the ones where you fight adventurers. The floor with clerics that heal the other enemies is nasty, because if you don't have good DPS yet, you can be completely subject to RNG whether or not you'll be allowed to kill anything. And the one with all the griffons and archers and giant golden knights is just a clusterfuck of projectiles flying everywhere.

There's a limit on how many times the cleric enemies can heal per room. Generally it should only really be a problem if you're unlucky enough to roll enchanted clerics that can heal each other (especially if you're using the metaprogression option for fewer packs of enchanted enemies with more HP), normally the clerics should only be a moderate speedbump even for crappy builds.

The palace floor 8 does kind of suck, the other floor 8 enemy set has a few nasty tricks but is much more manageable. For that matter, the deep dark floor 9 enemies are probably easier than the palace floor 8.

Your Computer posted:

i mean, the fights against the end bosses become considerably easier if you can skip the worst parts of them and similarly they become considerably harder to avoid damage in if you have to endure them for several minutes

the only time i ever managed to defeat primal death was to kill him before the screen-filling laser attack, and likewise the only time i've ever gotten to any of the end bosses is when i've had enough damage to not get chipped through the last levels with their absolutely ridiculous enemy patterns.

Yeah, you can't really learn endgame patterns if you can't get there, or if you make it to the boss with 1 HP left. Yes, learning how to achieve face-melting DPS turns the game into easy mode. There's a reason people learn games on easy difficulty and work their way up to harder ones. DPS build advice is much more useful than telling players to git gud their way to victory; you can practice dodging boss patterns after you figure out how to immediately murder them.

the holy poopacy fucked around with this message at 19:20 on Jan 7, 2024

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
Tbh I've never even seen any of the later boss attack patterns for more than like 10-15 seconds, with the exception of once. Most of the time I've rolled an insane talent/weapon combo that deletes them in seconds, or I've barely struggled to them on 1 heart and die.
Once I made it to the final heavens boss on a cleric with a mediocre purple sword and virtually no talent support and actually had to learn the patterns which was fun. It's kind of a shame runs where you can get ludicrous damage are so common.

Adbot
ADBOT LOVES YOU

Schurik
Sep 13, 2008


I'm a speed freak sicko, and while the above mentioned readability and feast/famine issues need to be looked at, my biggest problem currently ist waiting for the animations on boss loot, and a couple other slowdowns. Kinda kills the hectic insanity of the rest of the game IMO.

Just got to the celestial throne with a cleric aura build that deleted entire rooms on 12 before anything moved lol

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply