#ror2-game-questions
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its technically redundantnow but if it ever had or gets a damage amount or is used on something else maybe it would matter idk.
probably not.
its funny because crit synergy items wont even work on hits that crit if they have a 0 proc coeff, because all the synergy items scale with that
God, I can't stop think about the lantern doing literal nothing
similar to how behemoth inherits damagetype so it tries to apply poison/blight on acrids attacks haha
but 0 coeff means 0 duration so nothing happens
behemoth also doesnt correctly set/check its own procchain mask. which means if you give it a coeff it loops itself infinitely
normally thats irrelevant but its funny because it does one of those things but not the other, so its halfway there hahaha
When something with less than 1 proc procs bleed, does it deal the 240% damage in a shorter interval of time or does it deal less damage because it's the same amount per time but just less time?
it deals less overall
Figured
less ticks = less damage total, and they dont scale the damage per tick to compensate
o shit its working
now i dont know what to think LOL
lantern is wild
I don't know enough about unity or coding to speculate
yea currenthealthlevel is completely unused
i wonder if its being referenced somewhere weird like a prefab that isnt visible in the code
I know chemistry, nor computers except for bash scripting in linux
welp time to start digging through the explorer
lol
yea the values are all untouched even ingame.
my damage stat is also not updated,
but looky looky i found this
even though its checked and broken in stats its checked at the time of damage like watch and stuff and works fine
@full apex when playing arcid should i priority on the mocha for both movements speend and attack speed cause he a melee or should i focus on soda for even faster movement
hmmm both stats are good
i wanna say movespeed is a bit more valuable but that might just be me really liking it in general. acrid is pretty mobile as is but improving leaps is always good. attack speed helps with m1 tho and even with the animation cancel lets you get attacks and heals out faster
Oh ok hmm guess i go for mocha if i see it in mult shop or printer
yea you can prioritize whichever you need more or just get mocha
Soda for early and mocha for late ?
Cause arcid does have slow walk speed in the early
soda is nice yea, a lot of his stuff is agile so you can stay sprinting
and it helps his leap which already is great speeeeeed
hoof works too since it applies all the time but getting a mix is ideal
do you know how to/care about acrids melee cancelling?
atk speed is good on him but if you get efficient at doing that its much less necessary!
you can cancel faster with it so its still nice
goofy idea: 10x
How to do it ?
sprinting cancels the attack animation, so you sprint right after the hit deals damage
you can hold down primary and just tap sprint. if you cancel too fast it wont deal damage for that swing, but you can use the hitlag and sound to get into a nice rhythm for it
if canceling the first two swings feels bothersome, you can also just cancel the lag from after the third swing, its much longer than the others so its the most impactful part to animation cancel
if you have bite, it also cancels the anim so using it right after third swing is ideal
spit doesnt interrupt at all
Blighted enemies for no reason:
How to make item show their detail stats like is logbooks when in a run ? I saw on video of ytb Woolie and when they pick up item it show % stats
Oh okok
ItemStats
thats what it's called
ItemStatsMod is another one and it also tells you how items stack
i think a while back itemstats was kinda surpassed by betterui, and then the dev for that selfdestructed and lookingglass is probably the best info suite rn
ive had some trouble with like the stat display not updating properly but something on my end might be broken and if you only care about item info you can turn the stats hud off since it takes up a lot of screen space.
i think it also sorts your items by rarity by default which a lot of people like but personally i hate so i turn that off. separating scrap is fine though.
wtf is wrong with prime meridian
i've seen gameplay from others, it doesn't look like this
If you don't wanna mess with mods there's also the new inspect item thing in game settings
That looks pretty normal to me ngl
Prime meridian just needs to chill
meteors track directly on the player?
Where in the setting ?
First page of settings near the bottom, under the "umbrella settings" thing
it's looked more like an environmental hazard that was random placement, not zero'd in on the players location
Idk why they called it that, it's mostly just qol stuff
Oh ok thanks
I think it's a mix of both, in my experience they're kinda all over the place but some of them definitely track you
no this is not balanced
my movement speed looked slow in the vid but only because i already had 7 stacks of whatever debuf they stack on you
and this is not what it's looked like in gameplay i've seen
Idk, that's usually what it looks like for me
Unless this is some weird bug where it's way worse for some people, it wouldn't surprise me
i've seen meteors across the whole stage typically, but in my own gameplay theres not a single meteor outside of the ones tracking me directly
im so pissed because this was a great run and i was on track to unlock false son and also just a good loop
The start I've started using for prime meridian is to just ignore the big chests and run straight to the top, hitting all the gold pillars if I can
Unless I've got really good movement and can actually reach the chests without much effort
i assume the meteors behave similarly to glowing meteorite
but im not sure cant say exactly
But they really ought to tone down the lightning a little bit imo (and please make drones immune to it ๐)
just eccentric vase up there
which would be aiming in your general area with a few every now and then placed on your location forcing you to move
the meteors kinda suck
i feel like if you are good mobility and stuff you speed through and avoid them and if not them being % health makes them fuck you up really hard
especially because of lunar ruin
I don't mind them in concept but there's way too much of it
especially with the way the stage is
early in the clip they are on an island and it seems the meteors cant find a wide variety of locations to fall so they are hella concentrated
the gaps nearby really throttle their options so they end up more aggressive by accident, and theres a geode there so like you wanna go there haha
Yeah, it seems like you get way more of them on the narrow sections
The lightning is allied to the player until the point they hit you right
i dont think they are homing they probably just target you when they start to fall
looks completely normal to me. Iโm pretty sure the longer you spend on the stage the more meteors strike. I usually just ignore all enemies and just run up while hitting pillars
i wonder if you are outside the meteors range they just stack up and launch all of them at you when you land in range again
im peeking at the code, i still dont know what exactly im looking at but theres stuff to predict your position if you are moving haha
they definitely try to track your location
"How much the projected position should take into account the player's current velocity. 1.8 tends to work if you want it to go off right as they pass by it."
is a funny commented description
to what degree iโm not sure
in the video hes basically standing still in that island
this code is quite interesting
i was correct in my assumption from the clip that it does appear to choose strike locations based on pathing nodes
which is probably why on an island it basically only strikes the island, the rest is disconnected
maybe thats not how the nodes are in actuality and im wrong still tho
theres a ton of variables and methods and stuff, its not straightforward to read like i had hoped
can you see if the speed of the meteors increases with time, cuz it feels like it does
these are defined here
however there are references to prefabs and there are apparently 'strike patterns' that are mentioned all over
so its very possible and honestly likely that there are triggers and things ingame that modify all of this information to create different patterns of strikes, like faster inaccurate or slower further away or tighter movement prediction idk. those are all blind examples but the idea is i could see lots of different types of patterns
i think largely it tries to predict to some degree where the player is moving and then adds randomness to that for strikes but
i was trying to get chests...
idk man this is a mess
im not good with vector shenans to begin with lol
wtf is a scrob
point is i thought there was no tracking only random
also i didn't know the geode i was standing right next too would have cleared the debuff off me
oh yea no way in terms of tracking vs not it 100% pays attention to your position
it thinks about it a lot too lmao
theres explicit mentions to stuff like lowering total strikes for extra players in MP and stuff
so its monitoring like everyones locations and queueing stuff based on that kind of thing
i think if it hurt less it wouldnt feel so bad, maybe if it had falloff. like glowing meteorite has falloff which helps it hurt less if you dont have perfect dodging
tracking makes perfect sense though it would be more ass to dodge if its random
so does it actually send more lightning when you are outside its range since it queues up?
it still has randomness to it
it looks like that in the video
i dont think it queues over time its like for the current strike pattern
but maybe, the code is kinda dense
i would have to test it ingame to say for sure
tolerated jank moment
The theory that it uses path nodes makes the most sense to me, it explains why they seem to cluster up more when you're on a small platform
The storm is silly
It's almost like it always tries to have a certain number of meteors active in various places, but if it can't find a good spot for them it just dumps them all on your head
(or more accurately it finds the nodes closest to whatever criteria it wants, which on a tiny platform would probably end up being right on top of you)
That's an educated guess at best but it makes sense to me with my near-nonexistent knowledge of how this stuff works under the hood, lol
thats kinda what i was thinking, like if the nodes for the islands arent connected to the main land it might just have nowhere else to step away to and they all end up in the same handful of nodes all right next to you
i am curious about the patterns but id need to use the explorer and try to dig up the lightning controller in real time
curiosity consumed me, and i got rekt in the game i was playing so now im doing this i guess LOL
so this seems pretty accurate. it fires in bursts of 4 it seems
Man, it looks really weird to see them stick to a grid like that
being far away doesnt make a bunch happen when you are in range. and its pretty clear the effect of the movement prediction when i fly nearby
I'm never gonna be able to unsee that
yea lol
interesting that the dont target the player themselves
hmm
i wonder if there are any 'safe' spots far enough from nodes
hehehe
yea theres a few on some edges. and a ton of the small rocks are safe
wtf is this
dodging them with low movement speed is borderline impossible, they come out too quickly. sometimes you can juke them and/or bait them into missing, something like moving backwards until you see a volley falling and use the short window to move forward again, but its not easy to do because they are so close to you. with higher movespeed its easier to avoid, but also if you are constantly moving they will be predicting further ahead making them easier to juke out by baiting their movement
so yea these values are overwritten by the prefab
the ones used are more aggressive, with the strikes being able to fall 1 node from each other (like in the video) where in the code it has 3, thats a pretty big difference. the max distance is increased, but judging from how aggressively they hug the player that would really only matter if you were moving really fast
the speed feels similar, but ive been fucking around with it for a while and noticed the volleys increased to 5 per up from 4 per
i sped timescale up by 100 for a few seconds and the volleys are now 6 per
it seems the time between strikes and maybe between volleys feel similar, but the time between strike is way shorter than between volleys so it would definitely feel like they are coming down faster
also, funny, i seem to have hit terminal stacks for the time being lol. its juggling up and down but hovering between 150-160 with old stacks wearing off as new ones are added
though i suspect the increased frequency will catch up at some point
nvm as i was typing that it happened lmao.
how did they turn on nodegraph
from the clips?
yeah
so like debug_scene_draw_nodegraph 1 ground human
its ground and air for types, i think theres one more but i dont rember it
hulls are human golem and beetlequeen
rail i think but that ones like unused entirely
yea thats it
will it show like red or smth if it's a blocked node
p sure its a vanilla command, theres no autocomplete so digging up how it worked was annoying lmao
im not sure, i dont think ive seen red
just the green and lil blue for jump spots
dude... i use some of ur mods... cool seeing you here
wolfo is pretty cool
yeah ty
Guess I can't use this method for validating if my method for node blocking worked but it looks pretty cool
gonna just have to hope 50000 interactables not spawning there is good enough
yea
whats like an ez example? im midrun but i can check if i end up there lmao.
i imagine like roost closed vault?
or did you already check
nodes still show up in like blocked of areas like dampcave cave
idk how gate setter disables them I just blocked all 3 hull types and hope that works
yea, i suspected they draw regardless of status or anything
validity might just use nodespider but i dont rember a lot about the node code shenans
yeah else stuff like a tp of course takes up space i would've hoped it show up red or smth
Whats the best character to use
Whoever you're comfortable with
whats the easiest way to meet overloading worm for commando second m2?
Mountain shrine on sky meadows before loop
Or artifact of dissonance
I think it can spawn in abyssal depths too with some mountain shrines aswell
Before looping
But after loop its much easier to come by if you wanna use up some more time
thanks for the info, ig i will try to do it alongside with 20 stages achievment
I got it on my 20 stage run, as a bonus you also unlock the clover a very good legendary
Why here
I haven't played since hearing the new DLC broke the game. I know there's been lots of patches since. Is the game playable now?
what % of the games you play do you encounter a noticeable bug that negatively impacts your experience?
is the engi mine flashing bug still there?
like none
theres one bug that is egregious and thats the elite cost bug and it happens basically every game
but like its not softlocking or bricking the game so like
More elites at least means more gold, right?
its generally terrible since it makes the game harder but you can work around it and benefit from it even so i wouldnt say its always negatively impacting my experience
especially if you just take treeborn all the time so you dont have to deal with 10 billion elite blind pests on stage 3
pretty sure elites costing less means elites give less gold
else honor would make you rich instantly
depends on how negative we are talking. most of the items they introduced are bugged, most of the time in a negative way (like bolstering lantern straight up not doing anything at all), mithrix's big spinny attack in ohase 3 still has massively desynced audio, just to name a few
It would if it didn't make them cheaper for the director! Lol
Your reward is tied to how much the director pays for something.
Are the Disturbed Impact and Ambry logs bugged? I'm going insane on Command + Sacrifice trying to rush loops to find them only to be met with drones on DI and Ambry logs I already have
Lantern is funny actually. It turns out the code checks for it in two completely different locations. In recalculatestats its broken and does nothing, but in takedamage it works normally.
So at the end of the day it does function in game lmao
We were a bit confused by it. In other news, we solved growth nectar.
I think he meant Nox Thorn but even that does something
Disturbed Impact uses the wrong interactables spawn pool. If you have the titanic plains logbook you can't get it atm
It's kinda insane that the state of the game is so bad we can't tell if it's unused leftover code or just doesn't work and not written in the item description
A little bit ago we found the code im recalcstats that is borked and figured it must not be working correctly. But recently i got it and noticed the buff so i started digging more and found the single line check in takedamage
Which is fine i guess but the leftover part is a bit misleading
damn mysterious science lab spreading misinformation
i have a question does engi's mobile turrets give a debuff that isnt listed anywhere? my friend claims that you could "check the code" that mobile turrets give you more damage if you're attacking the same thing your turret is or something along those lines, i dont see any debuffs on the enemies and i cant seem to find what he's talking about on the wiki but he seems so confident i figured i'd ask
Mobile turrets apply slow60
they slow enemies i'm pretty sure but more damage is hella made up
that's what i figured but he just had INSANE confidence lmao
Lantern is just 20% like watches yeah
the 5% per whatever made up health value just kinda makes me mad
In other news, we solved growth nectar
oh? how so?
it just checks if you have the buff first then gives buff later which is stupid ordering
man y'all love making a sentence into a book
does this get reported via emails or smth
No? 
tbf i didnt fully understand your first message about it
i think the highlight here is the phrase "im verry sad about the words im about to write" XD
I guess if you wanted to simplify it as much as possible, you'd just have to say that to consistently get the buffs you want, you need to have 5 buffs, and then recalculate your stats twice back to back
And then do that every 5s
unrelated but, what could i possibly be missing of these logs, do the alternate bulwark ambry's have seperate logs that just aren't functional right now?
thats so sad i cant finish logs for now :(
How do i get to the big portal on stage 5??????????
if you dont wanna blind fall off the edge to get there you can check these vault door thingies, but they can be open or closed randomly. theres a bridge under the stage but that can also not spawn sometimes
geez my screenshots are not wanting to send, they arent very big lol
on helminth its here
you have to put in codes that you can find on other stages, or just look up if you dont care to hunt
there was no bridge for me, and i didnt know how to get there, there was some kind of vault door as u said but it wasnt opened
mhm. if both are shut off you need to fall off the edge
but im gonna fall off the map or no?
And how do i activate the portal?
there are 9 lil spots you can interact with that have 4 states
there are codes for them hidden across a bunch of other stages and a few other spots
what spots?
i can provide, or theyre online llike the wiki, if you dont want to find them yourself
some are pretty sneaky
do they all look the same?
heres how it works
the majority are similar but a few are unique. they will all contain the same types of shapes though
most of them will be tablets like the example one they give here
can u show how to get like one of them? pls
theres a page here that has hints for the codes
https://riskofrain2.fandom.com/wiki/Artifact_Hints
The following page contains spoiler-free hints towards the location of Artifact codes. Each category corresponds to an artifact, using the first two letters of its name to help identify already possessed ones.
Each artifact has a hint split in 3 parts giving increasingly precise location. Hover a hint part to reveal it.
hello, can you change the loaders grappling? like can you make it pull you in faster or slower yourself? often when swinging it will just gradually pull me further away from my grapple target as i spin
not a huge deal just curious if theres any player input on that!
this is the code on rallypoint as an example
i dont think you can change the grapple physics
So you have to put it in the exact order?
it has to match that tablet yea
is it always different?
codes are the same for everyone
which order you input the compounds doesnt matter, but they are directional so like theres an up indicated by the arrow on the tablet
up is away from the laptop
if you don't feel like doing the scavenger hunt you can just look them up
Alr tyyy
ah fair so theres no input i assume. ty!
yea i put the hints but the wiki also has just all of them listed if you want.
there sort of is, while grappling you'll move in the direction you're holding
https://youtu.be/zeRRJGfzuSw?si=T5Mukk_h8lHodwgC loader movement 101
Hey guys, I hope this video helps. Here are the timestamps
0:23 Basic hook mechanics
0:52 Skating
1:46 Advanced hook
2:36 Trimping
3:23 Punching
theres no videos on yt how to find the artifacts
hmm not sure
Had an absolute BLAST playing basically non-stop since the update and finding all of these hidden things (besides that one half) with Lily.
TIMESTAMPS
Honor - 0:05
Vengeance - 0:38
Spite - 1:03
Kin - 1:24
Metamorphosis - 1:51
Death - 2:17
Chaos - 2:53
Swarm - 3:54
Soul - 4:37
Dissonance - 5:20
Command - 5:42
Frailty - 5:59
Glass - 6:24
Sacrific...
damn they did all that in a real run lol
i see ill check out the video ty!
and you don't actually have to find the code ingame in order to unlock it. If you know what that code is, you can just go to straight to the portal on stage 5 and put it in
yeah, the wiki has all codes
you also arent locked to one per run, if you loop back to stage 5 you can do a different code
all artifacts unlocked in 1 run is like the most fun thing to do tbh
if you were really savvy you could do every single one in the same run but it would take a long time.
metamorphasis really throws the run around
also they can be repeated, so in any run you can go there. the artifact is activated while in the challenge there, but is not turned on for the whole run
yeah the run really messed up my stats because of how long it was
i wonder
but i would recommend the run tbh
perfectly normal railgunner numbers tbh
if you like looping it actually gives you an objective
all that godmode and such
surprised longest run isnt on acrid though, i see that one with that kinda stuff a lot
my longest run is likely manually setting the run time to something crazy for a test
yeah, but i remember you did that as acrid for some mithrix testing
we were looking at the weird -/- health overflow
considering my longest run is 115 years
lol
or if thats in hours not minutes its even worse
i used to think highest stat count was the max cap you could have that shattered my dreams when it said 10 syeinges ๐ฌ
or want no thats 115 days mb
yea. a few things max out but others have more subtle effects for stacking high
like crit can easily just be maxed and extra is useless (outside railgunner), but bleed for example technically has value even beyond your skills being guaranteed
yeah when i misunderstood that i felt a part of me sink ๐ฌ
ukulele and stuff can also bleed and have somewhat low proc coefficients. but stacking just for thoes is usually not worthwhile
so glad it wasnt true!
hang on, I have a copypasta for this

you're gonna be sad when you find out about frame rounding jank lol
These are all the items that have a hard cap, everything else can be stacked infinitely (with varying amounts of practicality)
10
10*
20*
25
254
3
20
127 (you die instantly at 128 stacks)
10*
65
200*
all passive minion-summoning items share a cap of 20 minions at a time. Drones, engineer turrets, and minions spawned by equipment count towards the passive minion cap but are not affected by it.
all ability cooldowns have a minimum of 0.5s
Attack speed has a cap but it varies immensely for each ability, and the effects are inconsistent due to frame-rounding issues. You can just stop picking them up when you stop noticing a difference.
*affected by proc coefficient, the cap will be higher with lower coeffs.
something something "technically attack speed cap"
eek whats that it sounds horrible
look at dem spikes at super high AS
(this isn't up to date for sots items though)
oh that makes sense yes its a shame you cant like redcrit like you can in warframe or vampire survivors though
and crit cap can change depending on other crit items
the game doesnt account for speeds that would be faster or inbetween one frame and another. so at certain speeds you'll get frameruled
as if you have
you will only need 9
to max
the FIRST of
add 5% crit, but only the first
like if you have a delay of 2 frames youll fire 30/s, a delay of 3 frames 20/s, but a delay of 2.1 frames is also 20/s. because 2.1 -1 is 1.1, 1.1 -1 is 0.1, and thats still >0 so it needs to -1 again to be ready
the short version;
attack speed works by making your attack animations faster. But because animations can't be partial frames, the length of the animation has to be rounded up or down to the nearest frame, which can occasionally result in attack speed buffs not doing anything because it's not enough to make the animation round down to the next frame
and some survivors are affected more than others, commando in particular has a lot of issues
the anims could technically be between frames its just the inbetween cant be calculated, because it doesnt happen
stuff like ego CD also have this issue, there are noticeable dps spikes and plateaus once your stacks get high
I think should also be saying "gameticks" rather than "frames" because they're technically different, but frame is just easier lol
but yeah, it's really unfortunate that it works that way
i suppose so, people are used to thinking in terms of frames as update frame windows
but it can easily be conflated with graphic frames
many games are so high end they can update per frame, or close at least
but "close" can still lead to some funny exploits
afaik it's technically fixable but would take a lot of work, especially for less straightforward attacks like engineer's primary
like in ow2 the spawn invincibility is checked every like 4 frames, so thats 3 frames where you can kill someone
the way to do it would be eventually something like tf2 heavy's mingun
it fires 4 shots per fire every time to simulate a higher firerate than it is
interesting, but would be theoretically hard to do
so instead of checking the time youd figure out how many shots per sec and if its >1 which would happen with rounding esp faster than 1/frame, youd fire multiple shots per frame instead
it shouldnt be difficult
like heavy doesnt really get things like 
i'd assume simply because this was originally started by like 2 people they just weren't that advanced at the time
since commando is like the starter character
although was he actually the first character?
I would assume so
assuming we define "character" as being any playable entity in the game
ok hopefully i didnt fuck this up while writing it out
shotDelay -= deltaTime
if(shotDelay <= 0){
fire();
shotDelay += baseShotDelay;
}
if shot delay is long, like once per second, deltaTime will tick it down until its <= 0 and fire, then add the shot delay. If its still <= 0, it will fire again in the same frame until its > 0, then move on to tick next frame. if its >0 after one addition it will just fire once and move onto the next frame. a second benefit, the new shot delay accounts for the 'overkill' from being inbetween frames, so its always correctly accounting exactly for how frequent it should be
delay 0.05:
delta 0.016
cycles:
0.05
0.034
0.018
0.002
-0.014
<0, fire
re-add fire delay of 0.05
0.036
0.02
0.004
-0.012, fire and +0.05
0.038
repeat
for < 1 frame stuff
delay 0.005
cycles:
0.005
-0.011, fire and add delay of 0.005
-0.0006, fire and add
-0.001, fire and add
0.004
-0.012, fire and add
-0.007, fire and add
-0.002, fire and add
0.003, etc etc
the first example just passes frames like normal until its time to shoot and then goes back up. the shorter than one frame will fire multiple times per second so that the shots/s will match what the AS says it should be even though with the current system frame rounding would make it not accurate to that
its understandable why they didnt bother, just checking deltatime is larger than the shot delay and adding instead is simpler in concept
you would probably also want to cap this anyways so that ridiculous AS doesnt lag by firing too many shots in a single frame
Either that or store values
Like double proc and damage instead of shots for performance reasons
But yeah, I doubt it'll actually get overhauled
i suppose you could also calculate expected shots per second instead and store how many shots are remaining but thats basically the same thing as above now that i think about it
yea it would need to be changed everywhere basically
Same for commando, but not for actuall projectiles that aren't hitscan
in fairness, with the amount of time and effort it would take to stack that much attack speed in a normal run, I think you'd be past the point of caring about lag
It would have the same affect as ATG on your PC
if anything, seeing the framerate brought to its knees is part of the fun
To an extent
i think the largest benefit is perfectly accounting for expected rate even with inbetween frame amounts
you could implement the same system but not loop to be firing multiple times per frame and it should still work
and if it ends up going negative then it would just be <0 every frame and fire once every frame, so you could just have a min of 0 in that case and it should work fine
its like the 4 to 1 to -2 to 2 to -1 to 3 to 0 to 4 cases if that makes sense, where firedelay is 4 and delta is 3
since it isnt hard set to 4 after firing the time between will shrink until you get two back to back, which means its not just 4 to 1 to -2 to 4 to 1 to -2 just losing a ton of value every loop
idk if that makes sense haha
but yea
It's confusing but I'll take your word for it lol
basically, when you go below 0 you add the normal shot delay instead of hard setting to it
so the next functional delay will be shorter to account for the overkill
its one of those things im bad at putting into words but actual implementation should be easy aha
yeah, I think I get the idea of it
Who can help me get diablo strike
#lfg-playstation-ror2 would be the place to ask
Dead channel
points to #lfg-returns-switch
doesn't seem dead to me, just slow. maybe try one of the discussion channels
if you just want tips on getting it though, the strat is basically just to go for direct damage multipliers like
and avoid procs that might steal the kill, then poke him with the shotgun in phase 4 until his health is low and finish him with a beacon
can also give you more uses on your primary beacon
plus I recomend you to use beacon for damage at stage 5 and remember it's dmg so it would be easier to calculate how much you need to damage Mithrix
if you really wanna be cheeky, respawning resets beacons. so dios can give you extra uses if you die with it
beacons do 2000% on impact btw so it's a decent chunk, so his health doesn't need to be super low. maybe down to the last 5-10% or so
if you have regular utility not diablo, iirc its 1000% so beacons would be 2x as much.
question: the giant circle grandparrents have on their heads...is that supposed to represent the giant plasma arcs that shoot out from stars and then get pulled back to the star from its magnetic field?
(these things)
Yes thatโs what Iโve heard
does any captains beacon deal dmg?
If you land it on top of something yeah, otherwise no
They heal, stun, recharge equipment, or reduce cost of stuff
how much does it do with level 30
It's 2000% base damage so at level 30 it'd deal 1680 damage
With no items, anyway
why did they removed one shot protection with glass
Bc it was too strong probably
yes it was insta win button
when you have 1 hp literally anything insta fills you, so everything just triggers OSP and does basically no damage
and in exchange for basically invincibility, you get obscene one shot everything levels of damage
it was a very dumb meta
it kinda sucks triying to get diablo strike
to get diablo strike
u need to use the ability u can only use twice?
if you just really want it you can use command to make it easier to get
you can get extra uses from
but yeah
Yeah but there's not really any reason to use the beacons on the moon otherwise
^
realy?
it does 2x one orbital strike from utility so you can use that as a gauge
also since you get them reset whenever you respawn, dios can give you more
mithrix is immune to shock, there's nothing to hack, by then you'd have alternatives to heal beacon, and resupply beacon isn't super useful there
each stack gives you one extra usage on the beacon in your first slot
you get 2 extra beacons or just one
does it give a bunch with stacks? i thought it only gave one but its been a while for me
you get one extra for each stack of lysate cell
for this at least im p sure it just gives extra charges for the m1 slot beacon
and you cant have infinite active ones, they replace older ones when you call new ones
Easiest way I've found to get Diablo is with aurelionite, it doesn't deal enough damage quickly enough to accidentally kill him but still enough to get him low enough for the beacon to kill, and Mithrix stays basically still on top of auri so you don't have to worry about missing
the challenge isn't really that bad, the most annoying part is avoiding proc items and having to be careful not to accidentally kill him too early in his last phase. You can make it pretty easy with Command + Drizzle
i just did it with command
Also beacons have no proc coefficient so if the first doesn't kill you don't have to worry about it proccing something else and that killing Mithrix, btw
get AP rounds as your first item (and stack a bunch), get a capacitor, then do whatever you want. capacitor to get AP rounds with no overhead, then beacon and one shot
It took me 2 tries, and only because my first try got a bug where it wouldn't let me place beacons (which has been fixed afaik)
he cant use ap on you so its very low risk
like you could stack crowbar but if you mess up or deal too much at first you die or lose the bonus
or you could use glass, but youd be at risk until p4
crits and delicate watches are also an option if you want more damage against non-bosses, but you do have to be careful about mithrix using them (until you get them back)
right
if youre on drizzle with command you should be able to get pretty decent damage and stuff from other items to get to mith
engi with 100 fungus and 20 glass can die??
anything with 20 glass can die easily
and you wouldn't be playing engie anyway
because you lose OSP, healing becomes pretty low relevance when everything deals more than your full hp in one hit
but yea for this strategy the primary benefit is that after 4-5 unique items you can take basically whatever you want, because the goal of the strat is to cap for the first few items and then kill before you get anything else back
so items stealing the kill ideally shouldnt be a huge deal. and worst case, if the first beacon doesnt kill, then the second probably will and you can do them both back to back to avoid any item shenanigans. it might take a few tries if something goes wrong, but i managed both diablo and desperado first try using the same strategy
i wished i had a friend to get 20 shaped glass for me so i could get diablo
have you actually attempted it on your own yet? It's a little tedious but it honestly isn't as bad as it seems
yea
yes
im trying to get 100% risk of rain
if you were on PC i would help you get it with shenanigans lol, but i guess if you were on pc and really wanted it there are other ways to do it easily...
but on console you do just gotta do it the hard way haha
well, what went wrong when you tried it?
mhm also what strat were you trying?
I think you're overestimating the need for glass, it's extremely doable without it
the only advantage would be him having way less health in phase 4, but you'd have to basically do the whole thing hitless
are totally risk-free because they don't work against players, and mithrix's base damage is incredibly low in phase 4 (the same as a lesser wisp lol).
will help against non-bosses, they do buff mithrix but not nearly as much as glass would.
Just stick to cover and poke him at range with the shotgun, use uncharged shots when his health starts getting low so you don't accidentally kill him. Then once his health is low enough, you can practically just walk up to him and drop a beacon
by that point you'll have most of your items back and he's extremely weak when he doesn't have them
if you go that route youll have to be careful what else you take though, so that item effects dont yoink the kill before you are ready
but i dont think its really too bad if you are careful
yeah, that's the downside, but otherwise it's really simple to pull off, especially on drizzle
and like Charlie said,
is also a decent option, as long as you're careful to not kill him with hit. But it'll save you a lot of time shotgun poking and it's just great in general
yea, i think the best part of capacitor is opening with it since you have no items to start so it will just chunk a few stacks for you
oh yeah, and don't forget that your passive still works on drones even after he steals microbots, so having a swarm of healing drones will make his attacks pretty trivial to deal with
(damaging drones work too ofc but they could steal the kill if you're not careful)
correct me if im wrong, but doesn't phase 4 mithrix damage himself with his secondary?
when i was going for smushed he suddenly damaged himself down to low health and i blinked and then dropped the beacon
that's also a thing, yeah. He only uses his secondary once he's under 90% health and if you're within 180m of him, but he loses 8% of his health every time he uses it. And it's nonlethal
Yes he uses it, i think its %current health but i dont rember. Might be wrong
oh it is current health, right
It can return items tho which is funny. And you can make him spam it with like light flux lol
I think backup mags might also work but i forgor that too lmao.
Classic charl
so it would be a very slow strat, but it would technically work if you're absolutely terrified of dealing with him yourself lol
hello I'm like really new to risk or rain 2 and i got a 2 portals that I'm not sure if i should take them or not one says it leads me to celestial portal and the other one is void portal and i never activated anything for those to appear does it matter witch one i go into?
Explore, itโs much more fun to find out yourself
Go through the one with the cooler name
Ooh void is lucky haha, thats rare. Those both lead to an ending though, so if you want to keep looping they won't be a good idea.
the Celestial portal always spawns on the 3rd map of every loop (so stage 8, 13, 18, etc.) and void portal is just a random chance while looping.
I dunno if you want them spoiled but both of them can end your run in one way or another, and both can also unlock a character
welp i went into the celestial one not sure what it is so im exploring it at the moment
That one has the most direct possible ending.
I think you can leave if you really dont want to end the run yet, but since it gets a character it might be a fine idea
New chars are nice to unlock and try out
Let him explore, if he wanted spoilers he would have asked how to get out of there
Half the fun is discovering new stuff
Well dang and I just got a new drone thing to I wanted to see what it does the name was TC-280 Prototype I didn't even get to see what it does ;-;
Yeah it's pretty big
mostly what it does is get stuck on things
You can always go back there later or in another run
Celestial portal is very consistent to spawn
How do I not die then and keep going from where I am?
Because it took me an hour to get to stage 9 bruh I don't want to end yet ;-;
Lower portal close to the monolith
Donโt touch the monolith directly
if you interact with it once, it'll ask "are you sure" and a portal will open up off to the side that'll let you leave
When you tap the big obelisk once, it primes the ending. If you wait, a portal will open up instead
If the portal is already there, don't tap the obelisk tho im not sure what you've done already
Ohh I see it's the same one I got into so I got into it again?
The obelisk ends, the portal loops
Hell yeah I'm out tyy
For reference, the void portal really is final though. The area it takes you to cant be returned from
Ngl I wonder how long I can live cause I don't even need to shot and stuff just dies xD
Yea the game gets pretty silly haha
Ok thanks that is good to know bahah
And I got a lunar item I read it in the log book and It still doesn't say what it does it's the beads of fealty
Yea that one is funny, you could try to figure out what it does on your own if you want haha, but the game doesn't ever tell you explicitly
I might try to figure it out I suppose but if I don't imma just ask tbh
And I just got the void portal again lol
Yea for sure, no rush you can experiment however you want
If you are ever curious someone in here would be able to let you know
But its fun to play around with stuff
Yeah, that's what I do mainland and honestly, I just take everything.
Because I have no idea what everything do so sometimes i'm just like, how do I do that
Yea thats the best way to learn what items do and funny synergies!
Most items arent harmful, so apart from some outliers and void/lunar items you pick up everything
As opposed to some other stuff like in binding of isaac skipping items isnt uncommon
Not that voids or lunars are bad just that many have tradeoffs so it depends on your run and playstyle
Yeah, one lunar item, I regret getting.
Is the Stone flux? Pauldron doubles your health, but half your speed, and it's not fun being slow
Oh gosh never mind the one I just got is so bad for me I'm going to lose everything egocentrism all my stuff is going to be gone!
Yeaaa stone flux is situational because of how good speed is. Like you get more hp but often end up unable to dodge some stuff
And ego is very silly, it can be very strong when it's ramped but it swallows up all your other item synergies hahaha
If you can keep getting new items it can be ok but usually ego is something you decide to take and build around specifically
usually the best case scenario for stone flux is on long runs where you end up with so much speed that you can't control your movement
which is funny because at that point, enemies are usually doing so much damage that the extra health almost doesn't matter, so you're mainly taking it as a way to slow down without scrapping all of your speed, lol
Well it's not to bad right now I feel like I'm bad at normal speeds haha
and yeah, ego is VERY strong once it gets going, but playing around it is weird. You can't get too attached to any particular item that you have, you just have to focus on getting as many items as you can so you stay ahead of it.
Yea. The biggest concern is it swallowing up things you need, like taking all your movement speed feels kinda bad
Its funny in multiplayer because friends can funnel items they dont like into you, like a garbage disposal lmao
Well, I think I am staying ahead of it in items because I have the credit card and when I use gold, it's for the Golden shrine it spawns in enemies
Yea the later you get the faster you can loot, so the easier it is to stay ahead of it
The rate it munches doesn't speed up so
it's a good idea to grab some healing drones if you aren't already doing that, and depending on character you might want an equipment that gives you mobility like 
Thank you I was scared the more items it eats the faster it gets
These are my drones so far :)
Oooh turrets are funny with ego! Because they get their own orbs
Yeah, I see them spawning with them. I'm like, holy.Don't get near that
They won't hurt you luckily haha, but enemies beware!
Oh yeah! Because it's at 14!
Engie's easily the best survivor for ego runs if you don't mind the lack of movement, you basically get three (four with
) constant death fields instead of just one
so my first time clearing the game how did i do?
any win is a good win!
and you got to try out lots of new things
oh yeah and i unlocked all of the new weponds on engineer! but not the other skin color i need to do it on monsoon and in no way im ready for that yet xD
yea definitely wait for monsoon until youre comfy on rainstorm
especially up from drizzle it would probably be pretty jarring
the difficulty change from drizzle to rainstorm is a bit bigger than rain to monsoon
oh boy ;-; that does not sound to fun
I found the jump from drizzle to monsoon thrilling
once youre comfy its alright
basically drizzle has slower scaling, but also increases your regen and gives you 70 almost half damage taken. rainstorm is just nothing, and then monsoon is faster scaling and decreased regen
i just hope i can like die as soon as i spawn in xD
the armor is the biggest impact, since its the main thing different from the other two
dont i ment dont die as soon as i spawn
lol
Yeah the free armor you get on drizzle is insane along with the additional regen and youโll have a hard time dying unless you make multiple huge mistakes
its nice for learning stage layouts and what items do
then you move up to rainstorm to learn combat and enemy priority more and finish getting comfy with stages
then you move to monsoon and gamer lmao
ok so what the hell is heavy tap
okay.
Pinging the fruit in treeborn colony displays their placeholder name
Added to the todo, I'll check it tomorrow probably
do i grab artifact of glass or artifact of swarms first 
on one hand, swarms might make unlockin certain things for characters a little easier. on the other hand.... glass would be really, really funny. especially considering what i like to make my builds
swarms is definitely more useful but it's up to you really
maybe just flip a coin lol
On the topic of pinging, you can ping the "prime meridian trigger event" around the FS arena
That's pretty funny
I can see RoR2 heavily discounted on the Switch. Can I crossplay or cross progression with this?
run in circles and hide behind something whenever it uses the nova
Alr thx golem
My friend can hear my engineer mines beeping like crazy, is there a fix for this?
dont play engineer idk if there are any mods that can stop the sound, you can search thunderstore ig
I didn't know they made a sound other than the click when they arm
This is a funny multiplayer bug
gosh i hate this bug also.
it was hilarious the first time it happened
i was client, it wasnt beeping for the host but my mines were just mindlessly leaving for both of us lmao
fix one mine on client break another

I love engi
This is new for you pc players?
I can remember that shit existing ever since I started playing which was pre console sotv
LOL
Yea ive never seen it before haha
Occasionally in non host the spider mines... idk how to even describe it "pseudo attach to you" where they are technically attached to a part of you but are actually pretty far away from the part they supposedly latched onto
Like what in the telekinesis is this
I love how with half the bugs youโre just like โfirst timeโ
Yeah its such a surreal experience seeing pc players discover bugs that us console players have been familiar with for ages
its funny experiencing it too, random stuff that was fine just kinda becoming janky lmao
theres a reason we were both laughing so hard in that clip (though shadowplay doesnt pick up my mic)
Youre laughing now
But trust me after 5 runs you wish the spider mines didnt have the speech capabilities of babies anymore
The noise is so bad once it doesnt feel like a silly new oddity anymore
It would make for a good alarm clock though
yea i think so
lately, even tho its quiet, lantern's audio getting stuck on forever has been annoying me a bit
do prayer beads give you stats if they're upgraded by benthic bloom?
Iirc no
unfortunately its the only way they dont
because you arent alive when they are upgraded, so you cant be granted the stats. its definitely a bug
it wastes your buff stacks too
bruh
indeed..
can brilliant behemoth proc shrimp since it's technically separate from your normal attacks?
It has a coefficient iirc so yes
Does it?
Shrimp proc behemoth but behemoth procs nothing
Anything with a proc coef > 0 procs behemoth
yea behemoth coeff is 0
because its mask is broken, it would proc itself infinitely if it had a coeff
Well I know what Im doing if we somehow discover an exploit that lets us transfer proc coefficients from and to attacks
Does shatterspleens bleed mask itself so a critted proc chain doesn't add bleed for each critted proc?
i added one in the past and it was super funny
how do you mean?
oh like if the first hit of a uke procs it would atgs down the line not?
Yeah, because the procs inherit the crit
except for cherf
So do each item proc in the chain, do their crits also add bleed via shatterspleen?
well shit im midrun and i have too many other items to try it out lmao
i dont think it should though, i think it should be able to bleed all the way down
if i wasnt midrun with a bunch of random stuff id try it now haha
it doesnt look like it in the code
Doesn't look like it masks?
wait that might be the explosion... let me check if theres a section in a different method
Also, anyone have a build from base game to stress test? I wanna see if I can crash the ps5 version
molmten perferator and
ok i think it does which makes sense, but i dont know if that goes down the chain i dont rember
it might just mask in the one step, like i think tritip works on every hit of a chain
it should be the same
Makes sense
yea my lutes and atgs are bleeding
so it should be fine
the mask is just to not double apply on the same attack like it used to
molten perforator + electric boomerang + clover is where I'd start
big aoe procs with high coeffs
yea proc chains that include merf and clover tend to get bad fast
but those werent base game
just clover
Merf is base
Yeah, nondlc
the blood explosion from shatter spleen has a proc coeff?
doesn't this thing do like a billion damage regularly
yeah that means it has one

500k explosion adds 1 bleed to victim causing another explosion
Merf and others didn't feel unduly laggy against mobs either
moar aoe
also flying enemies will make the projectiles take longer to splode on the ground
more targets to hit would probably also help
maybe also try sawmerang spam instead of DML
yea uke doing nothing there
also also yea DML firerate is limited, extra uses just queue more missiles
I'll do another attempt after this run
they're doing it without dlc
oh gg
Mul-t is best for procs too, right?
yup
Big mcthankies from mcspankies
do u have leeching seed buff?
if u only care about proc quantity then
yeah that's unrelated
just the atg proccing on the enemy that just ran out of health
More procs to put more things on screen to stress test the machine
hmm well i guess if u stack a fuckton of syringe, engi has more than mult no ?
oh yea they can proc during the death anim
because mult will get capped and max two weapons
Good point
mul-t would still be higher with the same number of syringes
idk what engis cap is though if 3 capped turrets fire faster
I feel like this would lag way more on most computers
Can't have 3, no sotv
mult saw doesnt have any entitystate swapping so you can get a true 120 hits per sec
oh yea
Ooooh
do engi turrets have a cap
everything has an attack speed cap
60 each for 120 and i guess ur m1 throws shit + higher coeff on both
yes i mean a cap below once a frame
I still don't have the saw, never run into imp with the equipment
it looks like he just makes a stream rather than like a shottgun or smth
the majority of stuff will be slower than this too
how did your hud font turn russian
like huntress M1 has two states, firing and idle, so at best both of those being 1 frame is 30 shots/s
i have water hazard 2 on because its funny
so are engi m1/turrets capped below 60 or nah
i suspect turrets are 30 but idk if they have extra states
tbh you can probably crash before u reach these
double nail PM is still pretty dang good, 14.4 pps
Tritip made it through unscathed
if ur doing max attack speed nail and saw both end up being 60 since both are channels
so saw being higher coeff would be better, though i suppose if also clovers it wouldnt matter
well same clovers saw is higher since clover cant reach 100 chance right
from a sub100
Nothing can
if they end up stacking equipment CDR with sawmerang, that's gonna be carrying a ton of procs too
The only thing that is 100% and is reduced by proc is the scorpion
you can get functionally 100 with chances so high that it will almost instantly average out
i think ruin is
100% reduced chance with coeff
Saw with scorpion will always be better than the nail gun
i wonder what proc output you could get with max saw and how much investment it takes to surpass crunder alone haha
nail has a higher base firerate, if it was fast enough it could be better even with a lower coeff, but as it stands its like 7.2 vs 10 pps so saw is better
something else to consider is that enemies will probably die too quickly for a lot of that proc rate to matter
tonic afflict urself 
No, I mean once they both reach max speed, no amount of clovers will let nailgun surpass saw because it has a less than 1 proc coef
With scorpion
technically true yea
My only point
is scorp even affected by clover?
It should, it's a % chance
Proc is multiplied by chance and then clover rerolls the fails from that value as I understand it
Like, railgunners supercharge is guaranteed with 7 sticky bombs
Oh, I thought it did
util checkroll is where you handle the rng rolls, it has a field for luck so you can pass 0 if you want
I assumed all % chances aside
were rerolled
deliberately nerfing your damage in order to kill things slower might actually be smart in this case lol
Equipment doesn't care about attack speed so you can just go all in on saws
oof thats hard to read because its long and not tall
thats for teddy, it passes 0 where luck would go
so it ignores clover and purity
also ConvertAmplificationPercentageIntoReductionPercentage is a long ass name haha
ok it sends the master
so it should read their luck
Good to know it follow logic
fin:
๐ญ
Another great sots implementation
Aside from artificers flamethrower ignite chance, does any other ability benefit from clover?
Not including crit
I think flamethrower is the only one
?
arti flame, chef, does his boosted util bleed? i forgor. and is it chance?
false son i want a second opinion im not mssing anything on like laser right?
and then heretic i would need to confirm ruin benefits from luck, if so shes another
Can anyone tell me why Im immortal in this clip?
https://medal.tv/games/ror-2/clips/iTXmbF9a2J0u6KQFL?invite=cr-MSxPclosMjQ5NjQ5NzIwLA
Watch Immortal? and millions of other Risk of Rain 2 videos on Medal, the largest Game Clip Platform.
Wiki doesn't say for either of them, but it would have to be tested to be sure. I also can't think of anything on FS that might use luck
did the safer immortality bug get fixed?
they don't have WoV so it wouldn't be that, unless there's a new way to trigger it
right right
so many things are screwy right now that it's hard to be sure
i wonder if theres a new one
it also looks like they're triggering razorwire???
hard to tell, there's a lot going on lol
transporter grants immunity i think but i dont know if theres a way to break it
they also appear to have normal movement with like 400 stacks of tonic affliction
I have no idea what's going on honestly
because game broken
mmmm.... whats this?.
your shift broken I guess
merc dash I think
wait you might be right
merc dash uses the purple icon apparently might just be a disconnect on wiki
and its stuck on 1s, its likely its permanently active
Merc dash is blue so is spawn invincible
does focused give invince? or just blinding
Is it possible that the tonic afflictions decreased my attack speed so much that it never actually finished?
Focused does
o shit you haev 419 of them
I was doing the silly gestures thing
yeah it's just very long animation
that might be real
remind me to try that later if its real thats fucked hahaha
and I picked up a tricorn
worst mistake ever
I didnt know the afflictions built up if the tonic never stopped being active
ok i just tried it but i cant move lol
but I was very wrong
im too sloooooooooooooow
I couldnt move either
at all
couldnt attack
I was stuck being immortal forever cause the dash got stuck ig
your animations are also broken
incredibly silly
guys rate my strat
get 500 tonic affliction
get some
and 
use shift and now you are invincible while can revive all your allies
never dropping tonic ever again ๐ญ
useless tech discovered
forgot about
nvm
how do you revive?
seed of life can proc from 
ohhhhhhhh
and it's revives all your allies
not a billion cuz
has 15 seconds cd
can bhaos actually proc seed of life?
Normally I'd assume it'd be blacklisted but you never know with sots
you wouldnt be able to save yourself with it tho
yeah
lmao
#ror2-game-questions gameplay really
whenever I look here it's about game code and stuff that only two people would think about
thats so funny actually
so if it rolls that 90% of the time it will brick and do nothing
it's pretty rare but yeah
+
+
though
for mult
this is how I revived my friend about 5 times in one run
How many gestures till blast shower's cooldown is less than a frame?
So what im hearing is
40 is almost certainly enough for you but 41 is technically max
with 20 its under half a sec
woodsprite has the shortest CD if you just want to maximize min gestures for 1/frame
though because of how slowly changes are at that extreme of a stack size, it still requires 39 to hard cap
32 for ~half a sec CD
so maybe it doesnt matter and immortality + bands is very funny
wrong
just dont end on mith, or try really hard to p4 skip hahaha
so in this way, you're immortal, but mithrix cant take your immortality
I heard someone say they fixed safer spaces on mithrix but I haven't actually checked, lol
How does p4 skip work?
cause it feels random
He cannot use safer spaces
sometimes it works and sometimes it doesnt
I thought he could
The wiki lies it was long before that patch
theres a very very small window right at the phase transition where he is between no hitbox and immunity iirc
Ig they changed it
so essentially you need to hit him the frame he spawns
Oh and thats why its so easy on merc
the best way to do this is with things that have hitboxes that tick every frame with a per-target ICD
The first time I fought mithrix in July he could not use safer spaces
cause evicerate is hitting him all the time
which is usually kjaros band, but mult saw also works
kjaro's band is usually the preferred method since it looks for a target every frame
idk if evis works that way or not
but it's tricky to get the timing right, you have to proc it at the very end of phase 3
you can just get really lucky, but usually you need to be very looped to have enough attacks to hit the tiny window
yeah
though it doesnt necessarily need to kill, usually for some reason it just one shots anyways but if you deal very low damage he'll get hitstunned which interrupts his states, which means they dont progress in order, he goes straight to neutral without stealing your items lmao
that might be from a different window i dont remember
hes kinda janky but only when youre game breaking usually
Nice!
is there any way to die by
? if you are the one who used it
don't think so, it's nonlethal damage so it'll never bring you below 1hp
it's just I somehow died after using helfire, died by myself and dealt 94k dmg
it's moded though so maybe it's some of starstorm items did somehow
that was probably it
even if helfire were lethal, it only hurts you for 0.5% of your max hp per tick, so taking 94k damage from it is a little unlikely lmao
yeah lol I had 16k hp or something like that so it's was really strange, plus I was okay just a stage before
well, dmg% and ignition tanks work
it's still nonlethal
The only way to bypass nonlethal normally is to have <1 hp
I think it might just be max hp actually
Its somewhat niche
The easiest way to do that is have any curse at all with transcendence
But that makes helfire not do much
I think also if the helfire damage is too high with ignition tanks it start trading damage per tick for duration and just lasts forever but deals low damage
yes i mean dmg% and tanks can amp the dmg beyond just 0.5% and whatever starstorm item exists to finish them off
anyone know how to stop making steam launch ror2 modded instead of vanilla
That's weird, normally it should only launch modded from ror2modman.
maybe check properties -> launch options in the steam library?
#ror2-modding might also know
Can someone explain runic lens to me? I read the description in game and I'm still confused
chance to fire a meteor. chance is bigger if hit deals more dmg. meteor dmg is bigger if hit deals more dmg
Thanks
(this is a mod that makes vfx of runic lens more noticeable)
HOW TF BRO THIS WAS SUCH A GOOD RUN (it's the stage 4 mushroom map, not fall damage)
Fuuuuuuuuuuuuuck
fall damage can't kill you anyway, without eclipse 3 or artifact of frailty
falling off the map either, both just put you to 1hp
usually "killed by the planet" happens when you die to a status effect or something that was applied by an enemy that was already dead
didnt know that
or general, like sulfur pools iirc
basically just means that whatever killed you doesn't have a name
strange because it counts it in the logbook just fine but just not the end screen
like the game knows how many rallypoint barrels i've died to 
If only I wasn't a console player
anyone know if the devs have said anything about a balance patch yet?
in silence rn but they working on it
hell yeah
Don't wanna give any dates or anything before they're ready, but yea its definitely in the works and they've heard a lot from the playerbase so far.
average prime meridian experience
Lunar coin drop rate isnโt affected by luck, right?
Not afaik, and the chance decreases significantly per coins dropped in the run
It's why you'd get a decent amount earlier than you do as the run goes on
Yeah, I think it's like a 2% chance and halves each time one drops
They will drop from 
If you use
on the buttons in abandoned aquaduct then it might drop a lunar coin and push the button down
Nice
wtf never knew that sounds lit, does anything that could drop from fmp push the button down? (stuff like healing orbs or ghor's tome)
Just lunar coin
close on the chance, but otherwise correct
base 0.5%
part of why FMP farming is just not at all practical and more of a bonus on funny runs with it
starting from base with full uptime FMP, so 3 kills per second, it would take like 19 hours to get 10 coins one average haha
4 coins is like 15-16 minutes, so in a normal run including regular enemies, if you had fmp from s1, youd probably expect 5 or 6, maybe 7 from drops.
I wish the game retroactively gave lunar coins for achievements
Oh they do
Now
Achievements give lunars now, i think it came with the seekers update
you don't get coins for achievements you got before the update though
It personally doesn't effect me but console players got owned
Well yea, its for achievements u unlock currently, this includes modded achievements too
Well I said retroactively
If you do Trial of Devotion do you just get to keep a small lem group even after it
Wdym after
Leave a stage?
Yeah u take them with u and the lemurians level up to an elite
And then they turn into elder lemurians
And then they turn into elite elder lemurians
i think you misinterpreted, wolfo is asking about the trial in bulwark's ambry where you unlock the artifact, since the artifact is temporarily enabled until you leave they're wondering if the lemurians stay with you
i think they do
yeah just tested
ive never played with devotion will it eventually upgrade elite tiers ala blazing-> malachite or
lem -> t1 elite lem -> elder -> t1 or t2 elder
Is there a way to consistently get to Void Fields portal stage 2, E3+, on a completely immobile character (Captain) without 
well captain has a little mobility right
what if u plant a diablo and blast urself into the ceiling of the tunnel right before u land
lolol
but idk havent tested there might be standable spots on the way down, like how the central tree thing in the moon has standable spots
That would undoubtedly actually work if not for the fact that the Safe Travels does not know where the Bazaar Between Time is
As it turns out, you don't really need any items to go to the Void as captain, all you need is a bit of parkour ;) Just to be clear, there's 1 fall that's pretty difficult to get, which is at 34 seconds in the video. By getting the fall correctly, you won't take any fall damage going down to the other section if you land where I did, but you mig...
you have blessed me
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