#ror2-game-questions
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Crowbar does what 40% extra dps right
crowbar's bonus doesn't carry over to bands unless the enemy is still over 90% after the initial hit
And the band procs with heavy attacks and does damage overtime with the initial first hit from the bands doing massive damage
Hm I thought they would stack with eachother
nope, otherwise you'd be able to double dip on the multiplier
oh so for like atg, if it hits something like full hp, the crowbar damage multiplier is still applied right
oh, and the bonus damage from multipliers doesn't contribute to whether or not you can proc bands. So like a 390% damage hit with a crowbar wouldn't be able to proc bands even though the final hit would go over 400%
yep
but like the initial atg damage, doesnt carry the damage multiplied by crowbar
yeah
so it can benefit, but no double dipping
...although you actually CAN double dip with breaching fin, but that's probably a bug
only applies to crowbar right, not every damage multiplier
nope, they all work like that
multipliers get applied at the very end of the damage calculation, after proc damage is determined and all that
Don't the bands do more damage with each stack
eh so like having for say delicate watch, total damage isnt multiplied by that 20%?
for like bands
in the case of watch it is, yeah
multipliers can apply to anything as long as it meets the items' condition
and watch's only condition is that it's not broken, so it applies to everything
so wouldnt that mean band/atg anything proc from total damage, isnt affected by damage multiplir?
wait what
total damage isnt affected but the damage they will deal will be affected?
is that what u mean?
when is where
the damage calculation works like this
Base damage -> Skill damage -> inherent multipliers (like falloff) -> Roll procs and determine their damage -> Apply damage multipliers if the condition is met
Because the multipliers get added after proc damage is rolled, the initial damage of the proc doesn't benefit. However, the proc itself also goes through the same calculation when it hits, which means it CAN get the multiplier, but only if the condition is still met when the proc deals its damage
oh so thats why crowbar doesnt work (in most cases?), beccause already see the condition under 90%
yep
Butt let's say your total damage output is weak enough to keep it above 90%
Then your band will destroy
Especially if you get lucky with the bands
how does it work with skills / damage that is based on target hp?
like warbonds and acrid
cuts off basedamage, and just go straight to skill damage? looking at the max hp?
yep, it just treats the max hp as skill damage
Interesting
although in poison's case it compares the %hp to 100% of acrid's base damage and then uses whichever amount is higher
noted
wait another one
how does ignite / ingition tank damage is calculated
cause i dont feel like it deals the intended 300% burn damage
i tried making sense of the wiki, ended up not understanding anything
It probably does, just not in the way you expect
With ignition bumping that to 40%, which still looks small but it makes a difference
how does like burn last calculated?
Burn is always dealt at a rate of 10% base per tick, 5 ticks per second
And things, besides gasoline which has a fixed ignite damage, ignites for 50% total damage of the attack that burns
So, say you have molten perforator. The firey meatballs deal 300% total of the triggering attack
wait have i been using the inferior site the whole time
thats why i cant understand anything
were you on the fandom wiki?
YES
https://riskofrain2.wiki.gg/wiki/Damage yeah we moved to wiki.gg
A character's base damage is the main factor all other damage scales off of.
An accumulator is built with base value of 1.0, to which any of the following contributions are added together:
+0.1 for each instance of BoostDamage the character has.
+(x * teamSize - 1), where x is the number of Empathy Cores...
So, if your triggering attack does 200% damage, the meatball will 300% of that, totalling 600% base damage. The ignite is half that, so it's dealing 300%
since each tick is 10%, you get 30 ticks. with 5 ticks per second, that burn lasts 6 seconds
Ignition tank gets involved by increasing each tick by 300% per tank. Damage increases but total burn time remains the same
Because chef got done dirty
they hated chef lol
and is why he's getting reworked
I guess they figured it needed less because it can hit the same enemy twice??
They did not really think it through or more likely, didn't have the time to fully test it oiut
that makes a bit of ... sens?
it almost makes sense until you think about how procs are balanced in ror2
same item cannot proc itself?
It does also pierce in addition to hitting twice
not that I'm saying makes up for it
But I could see this just being an early iteration of chef
most proc items deal a % of the hit that procced them, so in most cases the dps is just as important as the proc rate
low proc coeffs are usually meant to balance stuff that has both a high proc rate and high dps, like nailgun
Chef is definitely kind of doo doo garbage right now. I think they'll do fine with the survivor reworks with how well they cooked the item reworks
I wish they'd made the cleavers work like boomerang, where they get one strong hit per enemy and then rapidly deal small weak hits
that would also justify the low coeff and needing to manually recall cleavers, it might be neat if you could just leave a cleaver spinning in the air on top of a boss or something and deal constant damage to them
my cleaver 50% of the time doesnt even come close to the enemy because it comes back too fast or just dont ... fly??
and multiplayer lag
and 90% dont hit anything
๐
the sear rework is the most confusing to me
like, I get that some things need to change in the transition from 2D to 3D, that's why bandit got changed
but I can't think of a single reason for sear going from a quick burst of damage to a worse version of flamethrower
actually most of his skills didn't really have a good reason to change, they could've pretty much made him 1:1 with his ror1 version and it would've worked
at first
... the first day of the dlc
i thought chef is the better one of the new survivor
... god why i even think of that
he didn't seem terrible initially, I figured it was just a matter of getting used to him. But the more I played him the worse he got
.. its not just worse... its unplayable to some degree... for me...
cant hit anything far... m2 can only hti close enemy m1 too weird to use
atleast something like rex or flamethrower arti is hard but fun
How long is a typical run to beat the final boss?
60 minutes
if you're full clearing (which you should be) it's about an hour, yeah
And roughly how much playtime would it take get all the achievements?
Stage 1: Leave between 5-12 min
Stage 2: Leave between 12-18 min
Stage 3: Leave between 25-35 min
Stage 4: Leave between 35-50 min
Stage 5: Leave between 40-70 min
Stage 6: Leave/end the game between 55-90 min
? something like this usually with my runs
it varies a lot but probably like 30+ hours at least
which achievement?.. like steam or
full completion with the ror2 profile
Yuh
i did mine within a single week all achievement..
for the profile achievement... maybe a month for me (the logbooks and radar scanner is tedious aside from that u could do it within few weeks)
the 100% speedrun record is nearly 14 hours, just to give you an idea
1000 stages loop sounds fun
Ty yesterday I got to stage 6 in 30 and was wondering why I was getting basically one tapped
yeah, that's really fast
doable... just need to not run it down through the moon, take cover from perfected chimeras
time management is more about efficiency than just speed, you wanna do as much as you can on each stage, as quickly as you can
a good rule of thumb is to loot everything and try to leave with more items than minutes
Alr Iโm about 20% done with achievements at like 13 hours play time rn
and use scrapper hehe
Thank yall ๐๐
Yo when i enter a celestial portal can i leave it without dying or no
Ok thanks
did gb make arty's hover a toggle or is it a mod im using
cause it might be the single most annoying thing ever
oh thank god
im about to lose it, aqueducts is the 2nd stage right?
Yup, the dessert one
i have expacs off, i have gone as rex to get to stage 2 and ive run it 5 times and its always wetlands.
You can "wish" for it in the bizarre between time, makes it so the stage you wish for will be the next stage
I think it's guranteed to be there as a seer if you're paying without expansions
omg 6 times
plus the 3 yesterday
its liek the game knows im rushing the boss spawn
even looped... wetlands again
when is it a good idea to loop? and when is it a bad idea?
loop when your build is incomplete, if you're lacking speed or defense for example, or if you're just generally underpowered.
personally I never loop because it makes the game too easy but you should only loop when you're your build is incomplete or just straight up bad
They have pillars of blue light coming out of them
Oh thanks
when beating the false son it ends the game, it counts to getting the monsoon skins?
i do believe so
Yes
is atg or plimp better for artificer? I know atg scales really well with her procs and since she's very cooldown based you wont be constantly procing plimps
I think atg is over all better on Artificer cuz your not gonna attack very fast without a bunch of extra attack speed, even with flamethrower the shrimp procs would be very weak.
np
What do I do when I beat the final boss and it says moon detonation imminent
jump into one of the floating orbs, then backtrack to the ship near the start of the level
Thatโs not good
well now you know for next run ig
Iโll still try
Is the multi-player in this game any good? Somethibg tells me its not that fun since you have to constantly worry about sharing your items with the other people and naturally there will be lots of disagreements around builds within the group
depends on how seriously your group takes it
normally my group just uses pings to call dibs on chests and we give out the guaranteed legendary to whoever has the fewest
with exceptions ofc, but generally it's not been the source of conflict really
What are some pros and cons of online compared to single-player
I mean, the game plays pretty similarly either way. The fun of multiplayer mostly just comes from hanging out with friends, so mileage may vary.
I think it's a great time though, we always come back to it
nice
You get more items total multiplayer, but less items per player, so each individual player won't be quite as strong, but that's mostly balanced out by there being multiple players
But multiplayer is much more forgiving, since if you die, you get revived as long as your teammates clear the stage, or if they can find a seed of life or similar
Its also just more fun to play with other people, and that's the main thing really
Personally I usually play with one other player. We usually take survivors that don't overlap too much, like taking one who focuses on big single hits with bands and stuff while the other does more on-hit or attack speed stuff, and as the run goes just kinda adapt, if one player feels weak, let them take more items and stuff like that
Playing with randoms online can definitely be frustrating tho bc there will often be people who do none of that, and just take any item they see even if it's not good for them and then end up just scrapping it later
Does hitting the pillars/shrines before the false son boss fight do something?
Yes it drops an item
If you hit all of them you get a Aurealionite Shard when you reach the tree
They also give you barrier and cleanse you of all debuffs for each one you hit
When will eccentric vase multiplayer exit momentum bug be fixed?
I had a quick question. I loved playing RoR2 with my friend online through Steam but we used to keep having issues with one of us disconnecting while the other was hosting and not being able to rejoin. Has there been any progress made with being able to rejoin or lobby stability? Please and thank you
Do you guys have crossplay enabled by any chance?
It's been so long that I don't rightly remember but I think we tried with and without it
Ideally you want it turned off, crossplay is notorious for random disconnects
Will definitely try it, thanks
Whenever there's a patch for it
Did you make a #1172187541349347429 about it?
ATG and by extension the shrimp is good for everyone right? like it seemed like it scaled the same when I used it on both shots of railgunner for example
I mean this as in Coop i walked over it as Railgunner with my mate as commando and then was like OHShi, then the silly m1 did 13 purp but on actual shots did liek 300 etc
They're good on everyone bar like, if you're doing a run with only arrow rain as your only skill you use
Yeah ok
That being said plimp is technically better on things that have a lower proc co
Since it isn't affected at all by it
I had read if you want to do the 1mil achiv you need to use atgs and such
but neither of us could work out hwy
Conversely its worse on skills with higher proc co but that only applies to 3 skills (and 2 slots) in the entire game
High proc co means skills that have a higher chance of proccing than other skills
So its still good on a survivor like commando
Once again this only applies to false son slam and railgunners specials
Ahhh i seeee
Because they do a % of the hit that procced them
You don't need it for the 1mil achievement though, it's just one way to build up damage
Ah thats what I thought, it seemed like 10%? ish
Yeah i think I had like idk 13 crowbars and watches and other bits and only got half way, I got bored after ahwhile and I had already shot the shopkeper so sacked it off
You're not gonna believe what I was attempting today
It's 300%
Easiest way is stacking shaped glass since it's exponential, with crowbars and watches thrown in for good measure
or this
Any loader tips for specifically e8? I am a living skill issue with not getting hurt with melee survivors and with e8 I can't just retreat and let slugs remedy that skill issue
iirc Jazzboat's advice was to always try to stay grappled to the highest point you can reach so that you can always bounce back up to safety after a punch, easier with thunderslam so that you have a way to get back down and build speed
I probably should mention that I'm mostly talking about tp events, haven't tried e8 on her yet but I imagine that's where I'm most vulnerable
Try to specifically look for windows and openings to gauntlet into. If you wanna use grapple offensively, make sure that the place behind the enemy is somewhere you can still move and dodge well. You can also consider grappling out instead of in as an escape plan, if situation calls for it
^ bear in mind that you never have to let go of a grapple even during a punch, so a grapple in can also become a grapple out
Focus on killing the boss and staying safe purely before charging tp, leaving the tp zone has realisticly no reprocussions whatsoever
Pylon is also nice CC early game
just in general, abuse the fact that you're fast as fuck and never have to stay in melee range for very long
Also I like charging through bosses from an upwards angle rather then a downward angle so I have more movement and options, aswell as more info on my screen
Also the "heavy" status on gauntlet is more impactful when you think. This is not an exaggeration or anything but the speed you move at is nearly all the damage it deals, it almost exclusive deals heavy damage and nothing else other then like 1 damage or something
I think gauntlet literally only does like 10% base damage on its own, the rest is entirely from heavy
the 600%-2700% shown on the loadout screen is just from the speed you get from it launching you forward
same with thunder gauntlet
Yah lol I know the basics I've done e7 on her and have e8 done on mostly everyone I guess I just dunno what I'm doing wrong as her specifically lmao
Ty tho
This is something I didn't think of tho ty ty
I'm actually suprised cap didn't know this lol (assuming that's what the reaction is meant to convey)
How to beat the game
kill final boss
specifically get to stage 5 and leave through the teleporter, without realigning the prong things around it or taking a portal
pretty sure the loader guide mentioned this at one point cant believe i forgot about it lmao ty ty
*or loop to stage 8 and obliterate yourself, not exactly 'beating the game' but it counts as a win
Ok thanks
Ok
I obliterate myself by entering the celestial portal right?
yeah
Ok ty
guess i gotta unlock glass then
I mean, regular shaped glass will also work, you just need more stacks of it
ah yeah just that strat seems alot less effort, genreally speaking
Afaik it IS mathematically the easiest way to get the unlock in terms of time spent and items needed, although it doesn't account for sots items. But yeah if you just wanna get it right away then stacking shaped glass would be faster
what are some good content mods for people who only like playing vanilla?
#ror2-modding would be the best place to ask
What accessories i need for more damage
Depends on survivor, when in doubt on-hit effects and damage multipliers are always a safe bet
And it's always best to mix different damage items instead of stacking just a few things because they tend to multiply eachother
Ok
Thanks
Can i stack 50 crowbars to 1 shot
Yeah, but stacking different sources of damage increase will do more with less
Just 1 stack of watch will make all your crowbars (and all your damage in general) 20% more effective, for example
Almost all multipliers stack additively with themselves but multiplicatively with other multipliers
And it's just good to have more than one way to deal damage
50 crowbars (50 items) is 38x damage but 15 crowbars and 11 watches (26 items) is 39x damage
just as a quick example
For optimal damage I believe it's like 1 watch per 4 crowbars, although it's been a minute since I've done the math
That sounds about right
I think I remember hearing 2 crowbars for every 1 watch and 1 crystal but idk about just watch and crowbar
Adding crystal doesn't change the ratio of watches to crowbars since it's just another multiplier on top, and yeah just went and did the math and it's 4 crowbars per watch
If you wanna include crystals it's basically the same it's just 4 crowbars to 1 watch to 1 crystal
I'm probably misremembering, this came up ages ago but I forget the original discussion
It's probably a better general tip, since you won't always have the effect from crowbar active
But for raw damage on the first hit, it's 4
can anyone tell me how i killed myself ๐ญ
out of nowhere all of my hp disappeared and i died
Kinda impossible to tell from just that screenshot
artifacts?
i dont have any artifacts or anything
i just kinda died randomly
first time playing artificer so i wasnt sure if there was something i was missing
would probably say environment and not by yourself, wouldn't it? so not that
i didnt have any lunar items or anything
the first thing that comes to mind is when you die to a turret's 
was it right after you hit tp?
could maybe be a thing with warbonds, but that would be new. i just know they launch at the user after the boss dies
i know they dont do friendly fire, but who knows what bugs could be found
it wasnt
Without a recording there's just know way to know
fair enough
And with that many items it's kinda hard to narrow it down, assuming it was even an item that did it
mhm
i dont think i had any items that damaged me anyway
first thing that came to mind besides fuel array would be a bug interaction with warbonds and behemoth, but not if it wasnt during tp
but all the "natural deaths" would say you died to the "planet"
Only thing I can think of would be some jank with warped echo maybe
or vultures
Yeah
ive noticed some of the elite buffs have behaved strangely since sots, but nothing lethal
normally just like a permanent twisted buff
what if he lost health to the vultures losing shield during wecho charges?
Maybe?
does dying to wecho count as self damage tho?
Either way I'm guessing it was probably a bug
I was thinking that too, would have to test it
Or who knows, maybe this is something like the one-in-a-billion bottled chaos instakill bug
what? i've never heard of this lmao
My personal white whale lmao
ive played with like 0 cooldown equip with 27 bhaos and have never in my life...
A while back, two people reported randomly dying after activating their equipment, and for one of them it killed their whole team too (the other guy was in singleplayer)
The only common factor we could find was that they both had bottled chaos
So I tried to recreate it, let the game running at 10x speed for an hour or so with like a hundred gestures and the tricorn hat but could never recreate it
Incidentally I'm pretty certain I've ahoy!'d more than anyone else in the ror2 community
i'm sure it's been indirectly patched since, but it would be funny if not
things like that are quite difficult to fix
Yeah, I haven't seen any report of it since, and they both happened within the same patch
They do launch at the player but that only deals damage if artifact of chaos is enabled
mhm, but could've been the start of a new bug was the thought process
Yeah
Could it have been like a voidtouched goobo? Would that also just show up as artificer?
I think it would show up as gummy artificer? Not sure though
Does Warped Echo still break mythrix or is it cool to pick up now
It's fixed
That got fixed real early, ye
never had this happen to me before, i am stuck
Whats the most fun way to play this game
on a PC
Playing chef
Playing chef with skill swap mod so you can give him arrow rain
can i choose what item to put in the 3d printer or is it always the last one i have?
There are scrappers that will sometimes spawn on the map. You can use these to scrap items you don't want. This scrap can be used at printers and is prioritized over regular items. Otherwise, it will take a random item.
And ye, it doesn't take your last item, it takes one at random from all of your items
it's random, but prioritizes scrap like garbage said
and/or flamethrower
you make scrap with scrappers that are around the map, those let you pick what item you want to turn into scrap then when you print out of 3d printer it will take scrap first
this is a very important part of the game and will help you win much more as it essentially lets you make a build
Flamethrower does colossal damage
Sear is dog shit but at least you can sprint during it
another very important part of this loop is the equipment called recycler, it lets you reroll items into something else, crazy good item
You mean to say its AGILE
Fake agile like Vulcan, bouncing grenades and power saw
Im trynna think of more item macro methods, anyone got smth I forgot?
I guess you could say trophy hunter's tricorn falls into this?
Saving tri shops until you confirm if there's a 
right, executive card, completely forgot to mention it, executive card also affects shipping request forms btw
oh and if you have seekers of the storm you got sale star
when you enter a stage you can save the sale star and wait until you find either a large chest or a legendary chest if its stage 4
Chance doll too but I can't be bothered to macro shrines
Look for a recycler before picking up bad items
Got it I will spend 30 minutes recycling every steak
Especially high-rolling tiers like red or boss items
steak is bad???
impossible, preposterous
I'd say it's almost as bad as atg , bands and headstompers
true
what is the chance of being gifted sots so i can use chef?
you just dont know the true power
if i use the lunar that makes all my hp go to shield will the huntress not going below 100% health achievement basically be free
or does it not work like that
alr ty
or you can use
or artifact of glass
is there a way to remember the enabled artifacts when i create a new game so i dont have to select them every time? (it can be a mod too)
not in vanilla, but if there's a mod for it then #ror2-modding would know
okay i'll ask there
does stacking icbm increase damage of all rockets or just the ones it adds extra?
it only increases damage
I know but the first stack adds 2 extra missiles. Does it only increase damage for those 2? Or for all missiles?
oh no, it affects all of them
Barrier does count as health. It's just that the challenge specifies below 100%. So barrier above full health is 100%+
I learned that it counted as health while trying to get the challenge for rex of below 50% health during the teleporter event
oki thanku
Is there something preventing the radio scanner spawning on abyssal depths? I have been trying to get the log for hours but it hasn't spawned
nope, just unlucky
playing with command and sacrifice enabled increases the spawn chance though
so does multiplayer
yeah ive been doing that
Can I get some help idk why but since last week I haven't been able to play the game
Iv verified my license, deleted an reinstalled, launched modded an unmodded an the game just gets stuck at 99%loaded on the title screen
this is an issue that some people have been having, I'm not sure if there's any known fix but if there is then #ror2-tech-support might be able to help
Ok thx
Any idea what would cause the shrine messages to not appear in the bottom left text log? On ps5
uhhhhhh just spent 10 mintes clearing void enemies to find this (enemy is stuck in wall) is there a way to fix this on multi
some explosions can go through walls, blast canister might be able to hit it
i figured it out turns out it was the worm enemie i used the sigularity band pull to get it out
Yeah, even the used tricorn isn't saying Ahoy! in the chat log
The only thing that displays are item pickups
honestly no idea
Actually unplayable
Yeah, I'm reinstalling it because this is honestly weird
Reinstall did nothing
Uploading my save to the cloud and then redownloading it seems to have fixed it
Is it possible to play with ai survivors or no
No
closest you'll get is
, and all goobo does is demonstrate why AI survivors aren't a thing lmao
TRUE
I once had a seeker goobo just completely turn its brain off, constantly shooting and using soujourn straight down while walking 45 degrees left of the direction it was facing
Like it straight up just went afk and had those specific inputs held down throughout its entire lifespan
yeah that sounds about right
I was so utterly bamboozled I forgot to record it
I honestly can't tell if sots made it dumber or if it was always like this, I wouldn't be surprised either way
Looks about the same as I remember it
I just had this be applicable and remembered this conversation where we thought it wouldn't work, but it very much does
I've picked up the nuggets from the gilded hitting my turrets and gained a few hundred gold easily on stage 1
Could be useful knowledge, but I wanted to correct it just because
Also makes doing Halycon Shrine early more advantageous on engi, since that's where I just had it happen
Does anyone have tips for getting void fiend
To avoid the long path to voidling, you can go back to spawn after beating mithrix and spend 10 lunar coins to pet the
, skipping right to voidling
go to voidling and stay the fuck away from it (so no loader/merc without proper builds)
Since beating the game gives you 10 coins, this is a neutral loss
i wouldnt suggest doing simulacrum if youre on a tight time schedule
net zero :)
mm, yeah
Whatโs voidling?
I just recently beat the game and people said heโs good
Do you have the sotv dlc?
Voidling is the boss you have to defeat to unlock
, or wave 50 in Simulacrum
I have the void dlc idk if itโs the same
Also to be entirely real, every survivor is good
Your own way of playing heavily impacts how good or bad you are with certain survivors
viend is incredibly powerful and easy because of his self preservation using his healing skill, but every character can be about as good
I donโt like commando
Do I need the other one?
not many survivors have good self healing, which is his powerful skill
No you dont need seekers
with great healing comes great hurting
So I need to get to the voidling area and beat a boss?
Is there like a secret path
Yes you need to beat voidling or complete wave 50 of of the simulacrum game mode
Which is easier cause I still kind of suck
I'd say simulacrum is gonna be easier
but longer
Since you dont have to learn an entire new boss
Any character recommendations
I have everyone but heretic and acrid because I donโt understand how to get them
and possibly learn what a bad mechanic feels like
is best for wave defense for obvious reasons, but if you wanna have fun, go whoever you want
Heretic can't be unlocked, but you can ||transform into her by picking up all 4 heresy items:


||
From the salamander?
Acrid can be unlocked by "clearing the void fields" found ||underneath the Bazaar through a purple portal||
yes
How do I go under
Just jump down
You just fall, it's all on a little bridge
Oh cool
the return barrier is really low, there's a cave
There will be a cave in the side of the rock that you need to land in
oh and fall damage is non lethal if you hadnt known it yet
from a top down view, its kinda like here (purple)
I didnโt know that u
wrong entrance
Okay so I go there and I just unlock him?
Its to the back of the shop iirc
or well, would it be further to the left actually?
Like if you come from the bazaar and just walk past the portal I think you should be able to see the cave
it takes you to the Void Fields, which you have to clear to unlock him
i saw that demonstration as if the cave entrance is a literal hole
It's filled with void fog, and activating a cell creates a radius around it that removes the fog
Okay Iโll do that in my next run
Fog damages you unless in the radius
It's kind of like clearing a bunch of teleporters
@noble linden quick note: you can get acrid and void fiend in the same run
no, just bad drawing with mouse for visual purposes lol
should have made it straight up
i aint having belly of the beast flashbacks
Glass frog is probably more pleasant, but if you want to charge MORE cells, you can go to Void Locus after vields, and THEN voidling
Glass frog is probably not a good option for newer players though
There's 2 portals that appear after vields, one returns you to Petrichor, and one to Void Locus
10 lunar coins per attempt is very demanding
fr
always remembered this as the m-type option
I still donโt get how to get to the other void area
^
Theres 4 ways to enter
Void Fields > Void Locus > Planetarium, Home of Voidling
after you FULLY clear void field, there will be a null portal (easiest one)
So vields then locus then voidling?
And ping the portal before use though, to make sure it's the correct one
that will take you to void locus
theres no going back after going to void locus, mind you
I dont remember the name, but I'll take Celestial's word that it's Null
I heard looping is important for like endgame stuff should I do that or is it not necessary
it IS null
man you really need to go to vields more often
Certain unlocks require it, and getting more powerful will make the fight easier
even if i do vields, ive been to void locus maybe 3 times
Is there an ending to the difficulty slider?
Null just takes you out
The void portal takes you to locus
you should do if youre going through locus
since enemies there can oneshot you on death and void fog is pretty much everywhere
Yes, BUT certain enemies like Voidling, Mithrix, AwU, and Void Infestors have "special scaling" so they go further.
once
just once
never again
damn fuck @noble linden
Is there a certain amount of times I should loop?
Nah just loop until you feel ready
it's a lot of math but essentially theyre the only enemies that dont have a cap on health at lvl 99
Just dont loop so much that your game crashes
no
this really depends on your pc performance
scavengers start spawning at around stage 9 or 10 and they drop hefty loots
so theres that
Eventually you become unkillable really
With the exception being the void enemy instant kills
This is why Void Locus can be rough, since if you go out of the circle you take damage over time, but sometimes the Void Implosions go in the circle
Always make sure you have good healing before entering a level with Void Fog
most of the times
The walk between cells can also kill you otherwise, even in Vields
planetarium parkour:
Whatโs a scavenger

I wonder if the bug that corrupts the fog after visiting pm in any run still exists
Would be very handy especially for the parkour
theyre big, they haul items, they can activate them
and the first one you kill every stage drops 10 random items
Actually one of you please check that rq
you'd wish
Or was it mentioned in the patch notes?
if i run into fog ill let you know
actually i do have to close my game, so i can't
me when i lie
How noob no die lmao ๐คฃ
Generally you'll learn movement over time, and get better at looting
not me lol
A good thing to remember is to try to fully loot a stage, as your items will outscale the timer as long as you don't take unreasonably long
I personally recommend playing Commando to learn item synergy and how proc works, and huntress for learning movement and some items that mando can't utilize effectively, but every character is good.

Chef has his strengths, he just happens to have a lot more weaknesses
Yeah he does lol but I think telling a new player chef is good is a disaster in the making assuming they blame themselves
I doubt one would have chef to learn the basics though, was my thought
Fair
Though you can get chef within like 5 minutes of installing sots
Speaking of, the dlc survivors that are unlocked by default aren't good for learning, though they are good survivors
I mean to be fair
They are dlc so you cant exactly expect that content to be catered towards new players
Yeah just saying if that have the dlc those fellas aren't the best for learning
Honestly depends on the player tbh
Alright
There are some survivors that on average are better for learning
I tried a run and I died like the second I got to the first part
I think railgunner is pretty easy but to be fair Iโve gotten used to quick scoping
But like I for example really started to get a hang of the game once I got captain despite him being rather complex
Really?
Yes do not ever try to do something like 5 minutes a stage
A survivor I recommend for Vields is
, since if you're going to die in the void fog, you can place a turret with
, using both of your healing fields to get back to full.
It's best to have good movement and healing, though.
1 item per minute is a good rule to start with, don't stress out if you go below that, just aim for it
Once you learn you'll know when to spend extra time in a stage for a printer or something
Are his stationary turrets better than the moving ones?
They're both good
Stationary are easier to use
Generally they're very similar damage, but the big upside to a lot of people is that stationary can use 
Putting all 3 turrets inside of eachother's healing ranges can make them practically immune to everything but burst damage (good luck against false son
)
And you can stand in the middle, for 4 healing fields
Oh, but you do need a
for a third turret
you get 3?

Oh
okay Iโll try again with engineer
So the bubble and stationary turrets
I donโt have the alt ability for the mines
Be warned that bubble shield does NOT protect against the voidling giant laser.
So is the missile launcher better?
Most people would think so, yeah
It synergizes well with
too, but if you quickly look away and look back, it locks the harpoons on faster
It's often used like a primary attack, especially against flying enemies
Is the alt for the mines worth getting
Definitely
It's a proximity around them that when an enemy is detected, it automatically goes towards them and explodes
Sort of like default but without aim
alright Iโll try another run with what I have and if that doesnโt work Iโll get the alt
spamming spiders is effectively close range default spamming
The downside being that default mines do 300 or 900 damage depending on if they arm, and spider mines always do 600
Seems like a reasonable trade off
yea no
spider mines are much more reliable
yeah i try to give upsides for both but i dont remember the last time ive used bubble shield or default mines
i can swap between turrets sometimes though
i will always say this: bubble shield can skip tele bosses
specifically against voidling i wouldnt even consider it though
it could block the seeking spam i'd assume, at least
harpoon is just better
What's the best Survivor out of Commando, Huntress, Bandit, MUL-T, Engineer, Artificer, REX, and Seeker, which is best for Solo runs and evading damage while still being able to deal high damage? Basically asking about speed and damage. High durability is also preferred, even if sacrificing speed.
i mean thats like 3 different questions at once
huntress is really fast and evasive and her damage is decent once you get alt special but shes very frail
mult can do good damage with procs and can be pretty tanky but is slow and has no vertical mobility. commando is similar but less durable and more mobile
if you want a mix of everything then probably seeker, almost entirely bc of sojourn (great mobility, you cant be hit while in it, does obscene damage if you can stay in it for a while which isnt that hard with alt m2)
Okay, thank you.
Can I use the same item over and over to unlock the fireworks? Like using a crowbar, to print a crowbar
What's the fastest way to get red items? Not for run purposes, I simply want to start a run, get some reds in my logbook, and end the run (and possibly restart the run to repeat the process if so required)
What do I do when voidling has infinite health, lol
stage 4 has guaranteed reds
Thank you
-/- is a console bug when the health goes over 2.4billion. It only affects the healthbar visual and should work fine. On pc, it reverts to -2.4billion.
Basically, special scaling mixed with 83 stages, you can also see it on AwU and Mithrix
hello im new to ror2 and i installed survivor of the void
what should i know about the game before starting
Don't follow any "you need to spend under x minutes per stage" rules
You will die, that's ok, you're meant to die and learn.
I have risk of rain 2 (with survivors of the void) and returns, but today I noticed risk of rain 1 was in my steam library and when I opened risk of rain 2 today, seekers of the storm was available for me to use and play. Is this a steam issue?
Wooahh what, it's a console bug? That's fascinating. How does increasing hp further then 2.4B on pc work?
Do we know why this is btw?
integer limits, and I guess console hardware just handles it differently than PC
iirc on PC the healthbar displays a negative number and has glitchy visuals, it'll appear to empty normally at first but then gets stuck at around 75%.
It's just visual though, and the healthbar starts working again normally once their actual health gets below 2.4 billion I think
haii question! does spare drone parts work with rex?
no, it can only affect minions
ohh okai okai! what is the best legendary item for rex then?
sorry its my first time playing rex
Any of the usual suspects would work

might also be noteworthy since they easily apply an extra debuff that counts towards
, which is pretty nice on rex since he has two built-in debuffs already. They don't synergize well with each other though so I'd suggest only getting one or the other
OO okaiii!! THANK YOUUU
blast > burst on bandit right?
Does warbonds work in mithrix fight
The shotgun is much better yea
Anything with a big healthbar displayed on your screen will get targeted by bonds
Havenโt gotten the seekers of the storm dlc yet but has everything been fixed ? heard it was buggy on launch
Mithrix, tp bosses, umbrae, auri, awu and more
Yes the game is mostly fixed
shotgun is a little better on average but the rifle is fine if you wanna use it
shotgun has better raw damage output but the rifle has infinite range, no falloff and a higher proc coeff, it's mostly a playstyle difference
how do i get past the part where false sun turns off your abilities
its screws me over every time
Hitting one of the geodes will give them back, so make sure you're close to one when the phase starts
Alternatively, you can get loop and get strong enough to kill him quickly enough he doesn't have time to do that
oh didnt know you could loop him thought you could only get in from the first praying gold thingy on the first stage do those happen like every first stage or just a random chance to spawn
Random chance, and you can also get there from the gilded coast area or by finding one of the path of the Colossus stages in the newt shop
alright awsome tysm
And also scavengers sometimes for some reason
I have no idea why it does this
I never got it in the newt shop
I never entered gilded
Good for you
How does tougher times actually work? Because if it's a 15% chance to block, then that means you only need 7 to be invulnerable and that doesn't feel right
the stat is not additive, it's multiplicative
It's not even that, it's hyperbolic
Ahh thank you
Block chance is equal to (amount of
* 15)/(amount of
* 15 + 100)
...yes, it's multiplicative. you can use either word for it lol
Hyperbolic scales worse than multiplicative is my main point
At 10 stacks, a multiplicative stacking would get you about 80% block chancr
For hyperbolic, you get a 60% block chance
does drizzle difficulty make it harder to beat the artifact boss fight?
just learnt that theres more than 1 artifact, and ive been tryna get them all but its taking a LONG time to kill this thing
in a way it can, lower difficulty scaling means enemies generally won't spawn as fast, which means it takes longer to get artifact keys
but it's also possible that you just get unlucky and it takes forever to drop, regardless of difficulty
At 20, multiplicative has a 96% block chance and hyperbolic has a 75% block chance @high forum
The scaling is different
god please help I will never go to fields again with merc sorry
Vields always feels like agony on melee survivors
I mean, you can leave whenever you want
rip
cowardice
the daisies actually saved the day
for the first time
Wake and disc are both good
how many gestures is it worth stacking?
depends on what equipment you've got
capacitor?
in that case as many as you want, really
or you can stack
, it gives the same reduction as gesture does after the first stack
for equipments that give a temporary buff like tonic, there's no point stacking more than it takes to get permanent uptime on the buff. But with capacitor being an instant effect you can just stack until it hits a 1 frame cooldown, which is like 30 stacks I think
would i technically be immortal if i get 6 tougher times?
SURELY that isnt possible
no
:c
it stacks hyperbolically, so realistically you can't reach 100% block chance
the wiki has the math if you want https://riskofrain2.wiki.gg/wiki/Tougher_Times
Tougher Times is an item in Risk of Rain 2.
The item grants a 15% (+15% per stack) chance of negating incoming damage. If the roll is successful, the damage will be negated and a "Blocked!" message will appear instead of damage numbers.
you can stack
if you wanna be mostly immortal though, it has a 1-frame cooldown at 65 stacks
i wonder how many items would've been nerfed or completely different if hopoo never learned what hyperbolic stacking is
no way wake is good lmao
for the record, I don't actually think it's worth doing except as a meme strat, since you'll more than likely be trading away a lot of damage, speed and other stuff. Unless you're late into a run, find a tougher times printer and have way more than 65 white items to spend on it
tougher times and armor would probably be affected the most
Blazing and overloading are 2 separate ways to add 50% total damage, one aoe and one amped further by ignition tank. The other elite effects are basically freebies, but overloading is only slightly worse than behemoth
+ armor are the only things that use it, unless I'm forgetting something. And most of those would probably be fine to use exponential or linear stacking
I wouldn't exactly call wake good, it's got a couple of useful buffs that you get semi-randomly but for the most part it's just kinda there. It gets better if you're looping though
Hyperbolic is kinda just inverted exponent. Like tougher times is functionally a linear % hp up. The actual effect being 1/x is what makes it hyperbolic
Namely, 200% health is 50% damage taken, 300% is 33% taken and etc.
It would have inevitably showed up somewhere just as a byproduct of math
i dont have dlc
50% total is still good by itself
Wake gets stronger as you move up in difficulty, but even at base its probably a lot better than alien head or dios
But if you don't like it, resonance disc is also a pretty solid choice. Its quite strong and can trigger autoplay shenans if you get enough proc chain support
Should I fight Mythrix with spare drone parts considering the last phase or should I scrap it to be safe
So he doesnโt get the col. drone man
yeah
He doesnt
Oh ok cool
that got fixed ages ago
Because it was unfair as shit
What other items are on mythrix blacklisted list
Lost the one run where I got shared design because of that interaction back when it existed
All of the stuff that's on the normal AI blacklist I think, plus a few more that are unique to him
basically anything that either wouldn't work properly or would be totally unfair to fight against
mithrix is my favorite blacklisted item
i do wonder why elusive antlers are blacklisted
they arent really useless or gamebreaking enough to be blacklisted
I'm guessing it's left over from their old functionality
same with noxious thorn
although I could see new antlers being a problem too, just from the amount of orbs it would create if every monster has it
I dont rember if antlers on enemies creates orbs for players or not
hmm looks like they dont spawn orbs at all
so its just the base speed up
I would have assumed so since turrets spawned them
I wish functionally useless items would be blacklisted on enemies it's tiring to see salestars and such on vields
hello does anyone know if railgunner marksman challenge needs to be a confirmed kill for 30 consecutive sniper shots
or can i shoot at a weak point without missing
and can i use the basic attack?
but do you achieve it from completing the game or can you just die?
once you do the shots you get it, doesnt matter if you win or lose
just like almost every other achievement
oh ok thx
Newt has a weak point on his hand????
Does safer spaces work on voidlingโs giant death laser or will it just hit you multiple times and kill you anyway
you can also just shoot wisps, which are pretty hard to hit without hitting their "weak spot"
a complete miss doesn't count
it's multi-hit yea
most things like that are
afaik ror2 doesn't have hit i-frames unlike most games
@cunning junco the shots if i miss a weak point does it reset back to 0?
yes
ok thanks again
Oh ok
@cunning junco alo i almost forgot lets say theres 2 enemies and one is behind the first enemy if i somehow miss the collateral weakpoint does it count as streak lost
you just need to hit one wp per shot afaik
@slim spoke so if i collat another enemy behind without hitting the weakpoint by hitting the first enemy before the collat directly at their weak point it should still count the streak?
As long as your shot hits one weak point it should be fine, but you could just avoid this to be safe
If you're desperate the newt strategy works
Btw collat isn't an English word so it's a little hard to decipher haha
It's short for collateral
what is the green portal for?
seekers of the storm boss path
Oh my bad I've never seen that used anywhere lol
oh sorry
@analog brook hello do you know how to activate a portal for mithrix in sky meadow?
is there any base guide for the best items? i cant find any including the 2nd dlc too
it depends on too many things, this is a fluid game after all
at this point, everything added with sots is decent at worst
thing is im new to the game and have little knowledge on the game items
trying to understand proc and everything else
movement speed is good to start because it lets you dodge and loot stages quicker
also referring to items that 100% help you and those that dont at all
For on hit proc stuff, the best will probably be chain items that can also proc other on hits, so like

If you can stack it quickly enough, bleed is really strong
Is there a specific tier or item category you're most interested in? For just generally the whole item pool its a bit tough to say since theres a lot to go through
I basically always scrap medkit, steak, stealth kit
But yea movement speed is great, attack speed is decent in high rof characters, tougher times and also armor are quite strong
Medkit is honestly pretty great for healing until later on, and on like stage 1 or 2 it can sometimes carry your healing
there are a ton more items I scrap a lot, but sometimes I don't because I'm in a scenario where they're actually useful or I've gotten lucky and stacked so many Warbanners it covers the entire teleporter range
Stealthkit is fine to toss but having one can be a decent insurance. Steak kinda falls off at like lvl 7 or 10 or smth i don't remember, so its pretty safe to avoid/scrap
like people like to hate on
or
but sometimes those are your only healing items and they're putting in mad work. Then you don't scrap them
Damage boost items like
or
boost all your damage and multiply each other, so having a variety of them will help a lot
Idk if thats like too much info haha
What do you mean?
If you want to go to mithrix, use the teleporter without interacting with its prongs. Rotating its prongs makes you loop. If you use a portal those will also make you loop
Do damage boosts like watches account for overspill benefits before the meteor crashes down?
I dont actually remember if they affect the chance
I want to say no because that's how it should work, but i would have to double check because with sots you never know
prolly the common/uncommon since i feel like theyre the easier to stack and squish all?
They aren't. Otherwise sniper crowbars would trigger it almost everytime and it sure don't
it has a chance cap
pretty much every item can help in some way or another, and even trash items can at least be scrapped and used in a printer or cauldron.
As a general rule anything that multiplies damage is almost universally good, either directly multiplying damage like
, or procs that deal total damage (meaning a % of the hit that procced them) like
. Ofc there's a little more nuance depending on character and build, but it's a lot to explain all at once
anything that gives move speed or general mobility is almost always strong, and most healing items are at the very least decent besides 
also don't worry too much about getting a 'perfect' build, ror2's items are sorta designed with randomness in mind, and usually the best way to build damage is to just mix a bunch of different damage items so that they can multiply each other's effects.
doesnt look like it should, its in onhit not take damage. so as expected
I genuinely do not know about that one
is there a way to disable the enemies and maps from a dlc, but keep the item drops and characters from it?
the dlc i have is survivors of the void if thats important
are the only items I'd pretty confidently put in the "almost always bad" category, and even they have their uses
yes there is in fact a mod for that
not in vanilla though
gonna be honest, im a lil new so i dont really wanna mod
sadge :c
ill just play with the new maps then
what's wrong with the new maps?
why do you want to only disable half of a DLC
i actually like knurl
like yea its overshadowed by the great boss items, but always on regen that scales with your level is really nice
i also think aegis gets shit on more than it deserves considering
is probably worse
i kinda wanna learn the vanilla maps first, find out where the teleporters usually spawn, then learn the dlc
takin it one step at a time if that makes sense
eh, alien head isn't super impactful, but most of the time aegis straight up does nothing
also cus this snow map keeps popping up as my first map and i can never find the teleporter on it
did you mess with the setting that makes teleporter particles easier to see
idk if id say most of the time. and when you do kick it fully on its really good
Btw what happened here? Originally thought maybe runic double dips damage but its base not total
well if it's any help, there aren't really spots where teleporters 'usually spawn', it's mostly random like chests- although they do try to spawn relatively far from the player spawn
you can also find them by looking for a cloud of orange particles in the air, there's even a setting to make them easier to see
wait this is new info
i never noticed it had particles around it
they're fairly easy to see once you know about them but it's easy to overlook them
like these?
yes
i just fired it up to fuck with meteor, looked left and there it is lol. ez to see particles
it sings to you as well
I think breaching fin happened
It does? Supercharge ult always procs it for me though
unlike other multipliers, fin actually does let procs double dip
supercharge has a 300% proc coeff and coeff comes after the chance cap because lul
Ah
also i think they raised it from 50% to 75% in the first patch
even before that tho, it was over 100% base iirc.
yea 4k caps
i still think the effects are waaaaaay too poor for something that should feel really powerful but its better than nothing!
it really needs better sfx
Woah woah woah wdym?
wtf its in on hit enemy
fin's damage bonus directly increases the damage of a hit, so anything that procs off of it will get higher initial damage. Then if the proc hits the same enemy while they still have the fin debuff, it gets fin's damage bonus again
it should be in takedamage
fnuuy jankery
classic sots moment
should be 43
it also means that fin allows you to proc bands even on damage that otherwise wouldn't
classic!
right, because it comes before procs like expose.
damn
fin is great now isnt it? i forgor it was guaranteed
sots patch really took bad items and buffed every single aspect of them. lot of overbuffs that i think probably wont be re-nerfed but ig its fine
I kinda wonder if they intentionally overcorrected on some of the buffs
like, imagine how poorly-received the update would be if they reworked all the items and they still sucked
i dont think OP = better but i imagine it would be less disappointing to the majority of players
They do seem to expect having to re-rebalance the items with all this community feedback they're taking
yeah, I'm thinking they decided to err on the side of making everything OP and then nerf it based on community feedback
could be good!
we'll see after the patches.
And really concept wise the items are in a really good spot rn its just that the numbers and some mechanics behind em are overtuned
Like theyre not gonna have to redesign them again
ig it having a CD makes the strength more fine. but yea double dipping is kinda a rule breaker which is the main reason i would dislike it, feels less intentional and more accident
railer mine procs fin which appears to be very silly
damn. so close
yeah, it seems like they just created a damage type for abilities, because afaik it only procs off of skill damage
did you just invent a golf minigame inside of ror2
it has a CD so i presume it only procs on one enemy
The new variant that doesnt involve launching yourself with diablo
or one instance meyb
Ye its moreso one instance
Ive had captains shotty send multiple enemies flying but only in very few cases
you would think so, but it aoes can proc it on multiple enemies at a time, even through behemoth
the fact that it works with behemoth means there's definitely some damage type weirdness happening
the code for fin looks weird
also idk why this if isnt just buffcount > 0, but instead sets a local var immediately beforehand. or just call the getbuff right in the if directly
either way tho theres a ton of buff juggling here and i guess i assume one of the buffs handles the actual knockup and CD stuff but i dont really want to dig that hard, ive already checked like 3 different places haha
if it procs on behemoth, wouldnt that mean it doesnt demand skill damage?
i see no tesla procs
it's almost like it uses skill damage to determine whether or not fin can proc, then there's another damage type to apply fin's debuff?
the buff stuff just appears to require coeff > 0
but idk. behemoth inheriting damage types would make me unsurprised if it just added a damage type
delicious spaghetti code
also cap shotty does activate on multiple enemies if its same shot
sounds like it
makes sense, it would behave the same as an aoe
also still goes off for aoe with scrap, despite scrap technically hitting first and then exploding after haha. its same frame so it does make some sense
it's weird that it doesn't just work on one enemy at a time like bands do
yeagh. i assume because the CD is buff it may be based on when that ticks first rather than being handled just in onhit like all procs
i do find it a liiiittle silly how many items just completely break conventions haha
but
its a new team so it makes a bit of sense
yeah, a lot of the issues seem to stem from gbx not knowing how the existing code works
although you'd think they'd just look at how similar items work
like runic not just being total damage and worded weird when its just total damage
or boomerang being recycled so it bleeds. or even lil stuff like basically all chars breaking the level up stats convention
i kinda h8 that a lil bit but its just because im silly haha. its not a huge deal
How does runic lens work, I have not a clue
its just base damage+total damage with a cap, and the chance is increased by the base damage of the skill also with a cap
the short answer is that the more damage you deal, the higher its proc chance and damage
wait is it really 3+3 per 100 i forgor that was changed, thats fucked lol
but heres like some damage points
Gotta put 40000% on that graph too
you can see for each 100% base damage increased, the chance increases by 3% and the damage by 150%
way ahead of u 
10k too for non-sweetspot diablo
Yeahhhh
its just comfortably capped nowadays
the chance scales so damn fast lol
it caps at just 2400%
damage at 3700%
Wait thats 7500 base damage right?
basically
because the total damage part is also in the cap
idk why it caps tbh it makes stacking it a bit iffy but ig its fine
So you both proc fin and get it's benefits at the same time?
you proc it first, then other procs will benefit twice (or three times, or as many times as the proc chain will allow)
very silly
"3% chance on hit to call down a meteor, dealing 2000% base damage. Every 100% attack damage dealt increases the activation chance by 3% (+3% per stack) and damage by 150% (+50% per stack)." Which number here is for total damage?
150%
you could word ATG as every 100% deals 300%, so for ex 200% would be 600
if atg was 150, 200% would be 300
Oooh so if a commando M1 hits, it'll get buffed by knockback fin, and then procs an ATG which has the initial buff, but also gets another one for hitting the enemy? (Sorry for asking so many questions lol)
.
I think I'm being dumb.
for this the initial shot is 12 which is correct, atg should be 36, *1.2 for fin is 43.2, but it deals 51.84 because it gets fin twice
Oh ok an atg was what dealt the damage in that screenshot ok that makes sense
right sorry, not a clip haha
it's basically like fin directly increases the damage of the skill or proc itself, instead of adding an extra multiplier at the end of the damage calculation like normal
actually now that i think about it, does it always double dip because its in both global event manager and character body?
the initial hit only dealt 12 so the first pass for atg would be 1x, and on hit it would be 1.2x for fin
hmmm
i might have to relaunch the game lol
This is really confusing though... So it deals 2000% base damage and everytime an overspill damage boost gets added, that damage boost is total damage off of what procced runic..???
imagine its half an atg with 2k base added on top
total damage is just % of what procced it, so x% per 100% is functionally the same thing
150% total damage + 2000% base damage
Oh ok
That seems. Abhorrently broken. heavy hits which you wanna proc it on getting extra total damage is kind of a lot no?
Anyway. Shouldn't the fin thing be reported? Like for the Take2 bug report tickets?
12 -> 14 - > 82
I would but I have no idea how to phrase it correctly or what the actual problem at hand is
I'm pretty sure it's already been reported, at least in the bug report channels
not recently but I remember people talking about it there
Huh, alright. if you say so. ๐
WAIT
where is 150% coming from, I thought it was 100% no? ๐ญ
12 no buff
x1.2 = 14.4
x3 is 43.2 into atg
x1.2 is 51.84
x1.2 is 62.2
x1.2 is 89.6
lemme try this on a lem i forgor armor
Was that buffed this update?
I swear it was 100, unless I'm just losing myself due to old age
forgor if the damage was, but the chance yes. used to be +1% per 100%
Well I came out with significantly more knowledge out of this I guess. More appreciative of runic lense now lol
Still my favorite dlc red
Should definitely be phrased better in game though 
Despite the new information
Damage used to be 100% total added, yeah
Over buff, especially for champs with less damage %
So a 1000% damage attack that procs runic lense makes it deal 1500% total damage of the original hit if I'm understanding it correctly? ๐
ok
wtf
these numbers for fin im getting just dont make sense
but at the very least theres a lot of 1.2x happening in here
qwp
does super massive leech work when having transcendence?
technically yes, it won't heal your shield though
Yo I remember you what's up
nothing whats the discussion rn
I wish I could tell you but I'm afraid I'm not grasping the full situation of how weird these items are
you can check this qwp
150% is 1.5x, 1500% x1.5 is 2250%, +2k% base is 4250%
it's always just 150% total, plus an extra 2000% base
for 1000% x1.5 is 1500%, with 2k base added its 3500%
ok I think I ACTUALLY get it now
the item description makes it seem WAY more complicated than it actually is
Plus it's 2000% base damage
for the chance, you can do /100 (to convert the % to a number) and then x3, + the 3% base
I was under the assumption that the total damage multiplier scaled with how strong the original hit is
The description seems straightforward to me
so for 1000%, thats 10x, which is 30% +3% base for 33% chance final
My only question is whether is was affected by proc chance, which I assume it is
Since supercharge triples it
damage no, chance yes
Yeah, chance is what I meant
This description fucking sucks ass actually I'm gonna leave feedback for this later how have I not seen this talked about
they are calc'd in different spots
though i suppose that doesnt necessarily mean the damage must be independent... but it is
i think its fine now... though having it say total + base would follow the convention of every other proc
Also, when the railgunner default sniper pierces, does the base damage of the hit become halved or does it just halve damage like the target had armor
For purposes of runic lens damage calc
i think its falloff so the base should go down but i can double check
It's considered falloff?????
"Every 100% attack damage dealt increase the activation chance by 3% (+3% per stack) and damage by 150%" makes it seem like 150% scales for every 100% damage but it's just static
"3% chance to call down a meteor dealing 2000% base damage + 150%(+50% per stack) total damage.
Proc chance increases by 3%(+3% per stack) for every 100% base damage dealt"
is probably what it should be
Also, I thought falloff damage was still whatever the initial base % was, just reduced at range
ill deal with fin more later i have no fucking idea whats happening with it, though it is dealing WAY more than it should and way more than just double dipping
atg that should hit for 36 dealing 99 is fucked
ignore the 19 crit it came after the proc, lucky ig lol. but the atg is dealing 3x the damage after falloff
Yeah, which it should
What I mean is, say his primary was 400% instead. If he moved far away and falloff reduced the base damage % of the attack, then band would stop working at distance
I dunno who has an attack with falloff with that amount of damage
It's not particularly important, just curious
Piercing with the sniper is already kind of finicky anyway
how so?
Can you @ me or update me in the future when knockback fin gets solved or is that just me being too nosy ๐ฅบ
The sniper seems more lax on hitting something if it's the first target hit
nah i can ping u if i fuck with it again
Like, it'll hit even it I'm a few pixels off but the enemy has to be directly behind it
Hell yeagh, awesome โค๏ธ
I notice it mostly when sniping smaller enemies like beetles
hmmmm
Could also be just a perception thing
my VLC is lagging out for some reason so im just gonna upload this and watch it in discord 
nvm ig my pc is just angry with me rn lol
Bruh, opening that killed my discord
idk if this is what you mean, i was trying to snipe specifically right next to the hurtboxes
Mobile, anyway
Lemme try desktop
yeah, that is what I was talking about
Must just be me, then
I wonder why the railgunners primary can't hit the void infestors when they are "walking" on the ground
Shots just don't connect
The shitters are just too small
They hit when midair, though
hitbox jank
The smart rounds arent that smart and just miss the infestor and collide with the ground instead
If theyre in the air the rounds orbit around and eventually manage to hit
The one enemy I hate while railgunner
I'm not good enough to snipe them and the primary sucks at hitting them
I actually just charge the special before opening a void cradle so I can make sure I kill them
yea i just try to kill shit around them so they cant infect 
or this
guys what does the loader achivemnet of kill loader in bulwark mean, do i have to die or sth
you have to do the artifact of vengeance trial
vengeance trial spawns doppelganger copies of you
like is the game expecting me to sepukku or what
one per wave, 3 waves. though killing yourself does work, it requires chaos
hmmmm
and 1ups
I entered bulwark a lot and all of them were command
it depends on which code you put in
if you always use the same code, you always get the same trial. they are hidden all over, or if you dont care for the hunt you can look them up.
the wiki has a tips page to guide you without outright spoiling if youd prefer
The following page contains spoiler-free hints towards the location of Artifact codes. Each category corresponds to an artifact, using the first two (or three) 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.
I know
dunno, the wiki has had this for ages
can help