#Candy (spicy, fresh, salty) effects
1 messages · Page 2 of 1
Nice and thanks for sharing. Stun thresholds were a lot harder to figure out than HP.
If slashing is an attack type, and I agree it is, why is it not in the patch notes? Every other type of damage is listed.
It actually was discussed before, I remember seeing it on a patch/note of some sort, but I don’t recall where so I can’t guide you to it. But you are correct, it was not listed on patch notes
Found it, it was only posted to the public test patch notes but not copied onto official release patch notes
Ok thanks!
@boreal birch just found your spreadsheet for each creature. Super helpful. Thanks a lot
👍
Also here it is
if you put down a furnace and select the glob and then cancel the glob it gives you how ever many for the glob
thats in creative though
Ok...ik this update changed but I don't see a reason to use spears and short daggers that don't cut grass
Because you like them is a pretty good reason.
PRETTY much xD
Okay so anyone know what weapons W/O the candy works best against bugs? (Ex Chopping fir mosquito?)
There is a pinned chart the section for damage style is the column you want
I'm not finding the pinned messages... ut then again my internet at home is pretty slow.
How would I find it?
Omg I found it. It finally loaded. I'm Sorry for bugging you
the partisan spy made a really good video on what weapons and elements you should use on each creature
Chapter 5 is coming out today! Working on it as I type this message 🙂
yay thanks for making those videos
Ohhh ok

Ladybug larva are immune to any spicy weapon right now, salty doesn't seem to do much. They're torn up with a mint mace and fresh damage, though
Termites seem weak to salty and slashing, unconfirmed on slashing
Dust mites are resistant to spicy and salty, I suspect they're weak to fresh
- Black widowling -- unsure
- Black Ox Beetle -- unsure
- Scarab -- unsure
Dust mites are definitely weak to fresh. Damage difference is night and day
What fresh weapon were you using
I don't think Black Ox Beetles are weak to Salty or Minty. Spicy untested. Salty and Minty were doing the same damage. But I did notice that critical hits were doing a LOT of damage. Took one from 40% to 0% health with a crit from my Salty CotMD.
My theory is their defense is super high, but they have low health to compensate.
Black widowling?? 👀
Mint mace
What’s the black widowling o.O
Reskin of spiderling, found near/underneath tarp. Pictures were posted yesterday in the main channel
Oh cool! 
Where’s the candy
?
If slashing did a lot of damage then it's likely chopping and slashing the termites have some level of weakness towards, because the axe did a lot of damage as well
I agree, I found that a lvl 5 axe (no enchantment/candy) was doing far better than my spicy greatsword
Spicy isn’t the best for a great sword
I haven't gone back with any salty weapons because I have so many termite parts stockpiled that I don't really need to, but I think you're right
I'm aware
Just happened to have it on me at the time.
Actually mighty is because they are weak to mighty and since mighty gives more base damage mighty is better
They are weak to mighty??
It takes 7 swings with a mighty greatsword to kill an orb weaver and 4 with a spicy one
Broodmother is weak to mighty, not all spiders
So wouldn't the coal sword be perfect for spiders? Spicy, slashing, and mighty
Yea that’s what I did
Gonna take a while to upgrade my weapons back to their OG strength
For reference:
#895763313491869736 message
There isn't really any objective "best" candy augment per weapon, the whole reason for the mechanic is that it's contextual and depends on what you're fighting.
Grounded PTS isn't showing up for me. Anyone got a fix?
Yeah that’s why I have the 3 special element type weapons
@stray garden
Thank you!
Termites seem weak to salty and slashing, unconfirmed on slashing
Termite axe does well against them
That's the whole reason for this thread, to figure it all out
I was told that a salty greatsword was effective so I was tentatively open to them being weak against slashing, but it's likely that chopping damage is the weakness if swords aren't effective
I was quoting myself above, as the first person to be reporting on it 😏 For the record
my salty level 6 termite axe did really well against the termite nest, so I'm almost certain they're weak to chopping
Coal sword? Is this the spicy equivalent of the mint mace and salt morning star?
Yes
Yep, coaltana. It's 2H slashing with spicy innate
So they aren't weak to slashing..or spicy?
Termites?
I think it's chopping + salty
Hearing Ox Beetles seem weak to smashing and salt
I believe termites are weak to chopping and.. spicy? I haven't figured out the candy yet
Possibly generic? I've been using my salty xbow against them and it works well (though it's legacy it does deal salt damage) so I'm inclined to agree salt is the weakness
I think it's salty and chopping from a few reports here
Ah ok
It seems they're rebalancing how salty hardly had any targets with this new update
I'll have to compare my morning star and greatsword
Yeah let us know. I'd taken those same weapons and felt my spicy greatsword was very underwhelming against them, but feel free to report back to confirm or tell us otherwise
Salty tier 3 termite axe seems to do a lot against them
Yes salty does more than spicy
Still nothing on black widowlings in this thread afaik, if any one runs into them and can spare some testing
(I've yet to see them, lol)
Yeah, probably are trying to bury the lead on a new miniboss or some content
I've had a lot of luck against dust mites with the mint mace
Seems to be Fresh / Smashing(?)
I've heard that ox beetles are likely Salty, which tracks with what I've done on ranged
Salt
is the ox beetle weak against smashing
yes
okay
Mint
They resist salt
👁🗨 👁🗨
Salty axe for termites aparrently
Ok
U mean ladybug larvae? They are immune to spicy
Or just have a salty sword and a mint club
Dust mites resist spicy
Black Ox Beetles are weak to Crush. Like, really weak. My T3 hammer was doing more damage than my clubs.
What's good for wolf spiders?
Spicy, bladed. Unless it's the infected one. Then minty, bladed.
Maybe not a coincidence? Termites weak against termite axe, black ox weak against black ox hammer
Kind of odd to think a bug's weakness is itself
I guess they do evolve to fight eachother in many cases, like moose
Must have something to do with seduction. That's my theory, anyway.
@scarlet pumice what kind of blade?
Ty
Antlions are weak against antlion sword
What weapon is best for those dust mites?
Minty is the candy, and based on the normal mites stabbing or slashing
Regular mite is weak to stabbing and infected is weak to slashing unless it was changed in the pts
e
Salt
Not afaik. The original spreadsheet was never shared to be updated
i see. thx
Green shield bugs are resistant, almost immune to dissing of any kind
What is good against ox beetle and roly poly
salt for ox spicy for roly
Ok ty
Oh, spicy for roly? No wonder why I was barely doing damage. I was using Salty.
Spicy for rolly?????? I didnt even know that
Elemintals
k
fully maxed in their own perks?
is a salt morning star good for termites
so is wolf
but all 3 are weak to spicy
What’s the ox’s weakness
Hence why the coaltana is the broods worst nightmare
And it’s res?
we arent aware yet
It might be mint
id say either fresh or spicy
What element for dust mites? Minty?
Yes
@tired glen you make that chart?
MediocreMilton is credited with making the chart
Should probably add his own credit or watermark to it
I know I just wanted to know if he would take credit for something that isn't his
I'm sure Milton didn't do all that testing himself either. We had this thread going long before that was first published
You and someone else i can't remember did a lot of work making those charts the youtubers started claiming
@quiet root virtually had a full list within the first night of the PTS, which was far more work and effort than myself and I think should effectively get a lot of credit. There have been several different charts, so it's hard to know which were derivative and etc
That's their name, thank you.
That is my chart. I used the initial testing done on this thread but found some differences which is why I went back and tested every combo on every bug.
no, why?
You should probably watermark a version if you update it considering that recent "my friend" fiasco on reddit
what happened on reddit?
Just a funny post where someone said "My friend made this chart!" and Milton came in and said "Am I your friend?"
Or I could just become friends with everyone 🤔
oh i found the post
op said their friend claimed they made it
well worked on it
so maybe their friend did help on the chart
as there were multiple people who helped
No one helped. I tested everything myself and made that sheet. Like I said the initial info that came out had some correct and some incorrect info so I redid it all to get the most accurate data.
ah
Was testing a bit on my medium world.
Ladybird Larva seemed weak to Stab. Chopping untested.
Ladybirds were weak to Smashing.
Termites were weak to Smashing.
Termites include workers, soldiers, and the king.
Pretty sure the larva and termites resist Generic. My clubs barely did anything. (Actually, I'm barely doing any damage at all with my clubs in the upper yard.)
Termites were smashing for you?
Did you try chopping? My termite axe did a LOT of damage to them
It might be a major/minor between the two
We should take a hammer and axe with the same damage output and see if one noticeably does more
Yeah they worked really hard to remove the club meta
Now clubs are just bad
Dang
On the plus side, greatswords are going to be great, at least until the next update
@fickle fern you should find the best set of current answers to your question reading through here
**Ladybug Larva **- Fresh / Smashing or Generic(?)
Termites - Salty / Chopping
Dust Mites - Fresh / Smashing
Black Ox - Salty / Generic(?)
**Scarab **- Resistant to salt, unknown
Ladybirds - Unknown
Thanks
I'll be the one to get ladybird data
I'll start a datasheet about enemy weaknesses and strengths, probably won't finish but I'll post results somewhere
Probably here
The ones for candy should be easy, no idea how I'm gonna figure out the weapon weaknesses though other than "this does good damage" "this does not"
(I'll make sure not to use any weapons with crit, poison, etc)
I'll save you time on the Infected Wolf Spider, just did a guide on it:
- Fresh (strongest)
- Spicy
- Mighty
- Salty
Well no fuck fresh is the best everything infected is weak to it
I did some of the chart, I'm confused on if ladybird larva is a bit weak to salty, a bit resistant to mighty, or both
It’s weak to fresh
I'm not confused on that part
It’s almost immune (basically immune) to spicy
And mighty just goes off base damage
Things are weak and resistant to mighty too, and I can't have a level 6 none of the above to see how it is in relation to that
So salt is the middle ground
If it wasn't weak/resistant to either salt would be barely more hits than mighty due to mighty getting a tiny amount more damage per upgrade
There's too big of a difference for that though
How big?
A few hits
I'll check
24 for mighty and 14 for salty
9 for fresh and I didn't even bother with spicy after 50 or so hits
What weapon?
Don't forget about the damage change on the combo system. To make your data valid, hits should be done as full combos.
Yes, I made sure to always hit so the combo wouldn't mess things up
If I miss the first hit for example I'll do another first hit before starting another combo
How do you determine Weakness and Resistance when the damage is so close? For reference I used a weapon with the same damage none above level 5 so no influence by upgrade and did 3 hit combo except for stabbing I used a bow and did 3 hits which should still be 100-100-100.
I haven't even considered attempting doing different weapons, I'm just doing a level 6 of each augment type black ant sword and counting how many hits in a row until the enemy dies
I base it off one hit comparisons
Wait
Is one chunk of the health bar the same for every enemy, or for every enemy with the same color health bar?
Seems like we're kind of left to our own devices through guesswork and intuition
If it's either then we can just use current info to easily determine weaknesses
Its why you do the test on each enemy
Color just denotes rough enemy tier you would still need to test with each enemy
I had the impression that chopping was doing well against termites mostly from speed that I could kill them -- usually felt like 2H weapons are always the way to go except in the case of termites specifically
If one unit on the health bar is the same across different enemy's of the same health bar color or just all enemies universally then it's quite easy
Oh, I see
It's too late for me to get back on and see, but if one chunk of the bar is the same amount of health for every enemy then we can just compare those to figure it out
We could just use this to test that, assuming it's unchanged in the pts
Assuming the damage indicators in the weapon UIs are the same, if I were testing I'd try to find a set of weapons through all tiers that each had identical damage amounts (like stinger spear lvl 5 might be equivalent to ant club of a lower level, etc) then take a single swing at each
Milton was the one who made this and is also the one asking the question though lol 😏
If this is accurate, which it seems so from every time I've used it, then it should be good
For striking weakness you would do single hit comparisons on how much damage that single hit took out. Whichever did the largest chunk you then make a variation for each augment and do another one hit damage comparison to get the augment weakness. This is how i planned to do the test.
Sounds good, and then something like Photoshop could be used to compare the enemy health bars after those single hits to the pixel
If the hot and hazy patch notes are correct in theory mighty would be the 2nd or 3rd in damage with at least one of salty/minty/spicy being higher than it denoting a major weakness and potential minor weakness and one of the three being weaker than mighty denoting the resistance the bug has.
I suspect the UI isn't consistent enough to have fully identical weapon damages throughout each type because it only accounts for whole digits or .5 increments. 3 and 3.5 aren't accurate once upgraded if the percentage increase is 35% and so on, it seems like the UI would be rounding a number like 3.375 up to 3.5, and I'm suspecting the numbers are much larger amounts entirely to account for weaknesses/resistances
Even if we did have 5 weapons with visually identical damage... I'm not sure the underlying numbers would actually match in order to get totally accurate results
In theory also with the changes done to creative we may be able to fast track this testing for a base level of weaknesses and resistances testing if trying it from a one hit strike test.
If nobody else does it before this, I'll see about it when I have time tomorrow
Testing so far that I'm confident in:
Ladybird - weak to Fresh and Smashing, resistant to Salty and Chopping and Slashing
Black Ox Beetle - weak to Salty and Smashing with minor weakness to Generic and resistant to Stabbing
Termite - weak to Salty and Stabbing and resistant to Fresh and Spicy and Slashing with minor resistance to Generic
Termite Soldier - weak to Salty and resistant to Fresh and Spicy damage types are too close to call but order of preference is Stabbing, Smashing, Chopping, Generic then Slashing
The testing this go around is much tougher because of the changes to weapon damage and the new bugs having much higher HP. A single hit isn't good enough so I've been doing 3 hit combos and for stabbing 3 shots with an insect bow using normal arrows.
The other weapons I'm using are Termite Axe, Black Ant Sword, Insect Hammer and Ant Club at 3.5 damage each
Hmmm, if a weapon is 3.375 rounded up to 3.5 in the UI, wouldn't the last hit combo attack exaggerate the difference between real number and rounded and skew the results? I guess this only applies if you're using upgraded weapons
The issue is I'm not sure if the damage is exactly 3.5 or rounded and I don't know if upgrades are applying correctly because I initially was going to use the pebblet weapons but the hammer ended up with higher damage than the spear and axe even though they all have the same 1.0 damage as a base.
They need to ditch the bars and just put numbers in there
I guess the results would be skewed through rounding either way except in the second hit, yeah
and the bug HP bar should have a number in it that depletes when they are hit but they can still keep the bar
Close enough though, and your testing from before definitely seems accurate enough
The candy upgrade is easy to test because I just use a level 9 Greatsword with each upgrade and it does massive damage
That worked in the last PTS but not in this one. A single hit on the Black Ox Beetle does such a small amount of damage it's almost impossible to see the difference. You have to do a 3 hit combo or 2 I guess would also work but 1 isn't enough. It also doesn't help that getting weapons at the same level for each damage type that also do enough damage to tell the difference is much harder now.
I only tested weapon augments and got the same results for the ladybird, but mighty, spicy, and fresh seemed pretty much the same for termites
36 hits with a T6 mighty black ant sword vs 38 hits on spicy and fresh
I'll check my chart again
The other 3 are about the same for Termites but I was killing them in 3 hits with a Salty Greatsword so it was doing double the damage of the other 3 which would mean they are resistant to them.
I see
They are 100% definitely very weak to salt
I'd avoid the other 3 for now against them
Plus there's a dual-weakness system, presumably damage could be 150% with both damage type and candy compared to 50% with resistance to both type and candy
I think it was +/-25% per weakness/resistance on the original patch notes but I might be wrong
Kind of wish we could just datamine this out instead of doing manual testing
For determining weaknesses and resistances that are very close could it be beneficial to intentionally use the very resisted augment/weapon type to test the weapon type/augment?
So, if ladybirds weapon stats needed to be found would it help to use salty on the weapons for example?
Over a larger amount of hits would that exaggerate the differences?
There was never clarification if the weaknesses and resistances stacked and if so how much. For example assuming 25% bonus is it 150% (25% + 25%) bonus for double weakness or is it 156% (1.25 * 1.25)?
Are they even applying correctly? It's impossible to know because we can't see the raw numbers
Right, it's very vague. Looking back, it doesn't even mention candy:
All creatures in the backyard now have inherent strengths and weaknesses to specific damage types. For example:
-Ladybug
--75% damage taken from Stabbing (arrows and spears) and Chopping (axes and daggers)
--100% damage taken from Generic (clubs and misc)
--125% damage taken from Smashing (hammers)
The current damage types in the game that this system taps into are:
I wouldn't say it's impossible to figure it out, just extremely tedious
Thinking more, extremely tedious
We don't know the exact HP of each bug. I did my best to figure them out but there is room for error.
Now with the 50-100-150 combo system it's even harder to figure out total HP because you'd have to record the fight and watch it back. I'm not doing that, it's not worth my time
I might be able to figure out some easier method, just not now at 11PM
If you can figure out how to view the game code that would make it much easier. I tried but couldn't get the damn files readable because they have them locked in some Unreal format.
The candies are mentioned right after with the list of damage types that are apart of the new system
I'm on Xbox so I'll need to find out some entirely in-game method
Messing with known resistances and weaknesses for enough time should help
but it didn't mention what the Ladybug was weak/resistant to
They were probably using that as a vanilla explanation given the weapon types were something we were already somewhat used to but just became more enforced where as the candy system didnt exactly exist besides the mint mace prior to hot and hazy.
I still think they need to do another pass on this system. I think the bonus/punishment should be 75% so 175%/25% because at 125%/75% the wrong weapons often still outperform the right weapons.
Example: Termites are resistant to Slashing but the Antlion Greatsword kills them in 3 hits when Salty.
Infected Wolf Spider is obviously weak to Fresh. That much is for certain. But is it known if Slashing is still the go-to weapon for it? My club does decent, but I wonder if my greatsword will do better?
Need to upgrade it again to find out better.
Actually, to hell with it. It's level 6 minty. Gimmie a sec.
Yep. Was definitely doing more than my club. Don't think I can block any of its explosive attacks.
It just struck me that Explosive is a damage type listed in the patch notes:
-Stabbing
-Chopping
-Smashing
-Generic
-Explosive
-Fresh
-Spicy
And that, at least according to every chart posted here, not a single bug is weak to it
yeah it could factor into the weakness chart
Yeah I think it's been completely overlooked 😞 Which kind of throws the entire system into question a bit, or at least makes me wonder if one of the reasons for all the bomb interactions and overhaul of ant eggs was to make bombs more accessible and have enemies weak to it
give me my slingshot
I'll test much later today the hope that one segment of the health bar is the same for every insect, and each insect just has a different amount of those units of health bar
That'll make it pretty easy to see explosion weakness and resistance if it exists, alongside all other weaknesses and resistances
Still, explosive damage? It's difficult enough to amass splatbursts. Why waste them on singular bugs?
Just read through the patch notes on the damage progression combo again and am wondering if you can skip the first hit and make contact on the second and third hit for the damage of the second and third hit or will the miss count as a miss and the second hit be counted as a first hit and third hit count as a second hit.
No I believe if you intentionally miss to get more damage there's no penalty
Thats what im hoping is how the three swings are registered.
Is there an updated spreadsheet somewhere with the new bugs with rough estimates of weaknesses and resistances?
Ah, handy. But I'm not sure if the healthy Roly Polys have the same affinities.
Guess I'll have to look into it.
Hmm...looks like I might have a use for a salty morning star. Or I could just make a hammer Salty and use a Fresh club for the upper yard.
I would be surprised if they don't have the same affinities. They are both roly polys; one is weaker (sickly) than the other
Yeah I’ve been purposely missing my first swing to save on durability. Combo goes off of swings not hits
At least for now
Dust Mites. Those are weak to fresh, right? So what about weapon style? Chopping, maybe?
I believe this would be applying to the truffle tussle mutation. (Apologies if it already was discussed, I didn’t bother to scroll up too much lol)
Having a tough time taking them down fast enough. They're so bulky for such small creatures.
I never tested it because there's no stats for them. What's their base damage?
Actually, now that I think about it, Explosive damage CAN be used without standard bombs. Truffle Tussle!
Bombs can be tested as weapons based on the damage it does on each creature and compare the results with itself. Atm there is no reliable way to compare different weapons as the damage bar doesn't represent exactly the damage it does.
Any data collected based on the damage bars is good as a player's feeling.
This added to the combo change that's coming... It has made it even more unreliable.
Ill do some more testing soon, I'll see if one health bar chunk is the same amount for every insect
I've did a research about it when last patch was released and there is nothing that assures 100% about it. But the fact that stronger creatures have more "segments" in ifs health then others is a strong evidence about it.
Yes, so I'll test it out
It would be strange for it to just be however many the devs thought looked good for the bug
I don't think it's straightforward enough to know, tbh. We're not told of total HP and we don't know if bugs have any kind of internal defense / damage threshold stats beyond weakness/resistance
For example, I shoot an Orb Weaver with a crossbow and take nearly two bars. I shoot a scarab with the same crossbow and I only do 3/4 of a single bar
Does that mean scarabs are resistant to arrows? Maybe, but they seem to have a much higher defense than lower-yard bugs overall
the damage resistance or armor has no influence on HP pool bar
Would make it awfully easy to get skewed results.
that's why you cant compare weapons but you can compare a single weapon performance with all creatures
There's been quite a bit of testing on scarabs in the #933955804732743730 thread with most weapons that seems to contradict that
you are not getting my point, I will send you a link of a video that explains it.
via dm
No thanks if you don't mind, I'd really rather not have DMs
The low health of a scarab compared to the amount of damage done through virtually every weapon available to us seems to imply that they have low health, high defense
This is kind of my point, because it seems to have higher defense than other creatures unless it's just a unique mechanic for it alone
np, here you have it: https://youtu.be/u0IUPNKyf8s
you are trying to compare different weapons with a single creature and this is not possible with the data provided.
What I am saying is that you can compare the performance of a single weapon too a pull of creatures. (considering the segments of the health bars are equal)
I'm not actually, I'm saying the damage done to this specific one seems to contradict the performance against the entire pool of creatures. The performance of a xbow is diminished against a scarab compared to Orb weavers and our expectations, and while you'd think that maybe scarabs have Stabbing resistance and that accounts for it, it seems to be the case with all other damage types and weapons.
Scarabs might just resist everything
Or they have some underlying armor / damage threshold / defense mechanics, yeah.
I agree to that, now I understand and it has happened in some cases on the final results of the weapons guide I worked on.
Broodmother is a great example to that.
The ladybug larvae seem to have a massive resistance to spicy damage, is there a possibility there's more than just major and minor resistances now? Possibly a super-resistance?
Originally when the PTS dropped they were completely immune to any spicy weapon instead of just being resistant:
https://gfycat.com/blindanguishedcusimanse
I think so, yes. The infected wolf spider melts to mint arrows.
They've patched them to be "highly resistant" because prior many were complaining there seemed to be no collision or staggering at all, it felt very confusing
We need the bars to be replaced with the actual numbers at this point and the bestiary otherwise we are all just giving our best estimates
Yeah... It's too much of a guessing game, I feel. A lot of people can earnestly do their best but we're all at the mercy of our presuppositions and expectations of how it works
It would surely be better, but I don't think the intention of this game is to accurate and performance based as a hard core rpg.
I'll begin testing the health bar chunks thing now
You are probably right but for those of us that can't help but care about the most accurate data it would be a nice feature to toggle on/off
I based my weapons guide on that, if you need any help, let me know. 👍
best example to that are the mutations descriptions 🙂
I love the phrase "a chance to...." that's great what's the exact percentage 🤣
I played so many games with exact numbers to everything that I actually like the "not knowing" and guessing part. I feel it fits to the core concept of Grounded. But we will have to wait and see if numbers will pop into our screens after a hit or not!
That's promising
Exactly 10 punches did exactly 1 chunk of a red soldier ants health
What damage type is punching? Generic?
😂 I was going to make the same question!
It probably doesn't have a damage type, but I'll try to account for that
The only thing I'd expect wouldn't have a damage type is probably fall damage?
Red solider ant has no resistance or weakness to generic or busting, which are the only two that would make sense for a punch
last patch I had hours and hours of debate with my friends about the weapon system
Otherwise Spicy Safety seems to imply that even bugs apply their own damage types to us
what type of strike do you classify the Mosquito Needle?
...Stabbing?
Possibly the same for red ant worker, I'll need to do another to be sure
Per the 0.11 patch notes there is a high chance punching could be classed as generic.
Recently did a writeup about how I find this confusing and inconsistent in the UI:
😂 this is awesome, I have the same feeling. I actually started my weapons guide talking exactly about that.
but you went further into this new patch, love it
I honestly think this is a easy UI design fix that we will see it in a near future. But, yeah, it can be frustrating to some not knowing and having to guess.
So info not carried into the regular patch notes of 0.11 but should still be relevant.
-Swords now have their own damage type: "Slashing"
-Affects 1 handed and 2 handed swords (except the rapier, which is still piercing damage)
The red ant seemed like one bar was also 10 punches
I'll test on another enemy type
12 hits and the first 2 took out the tiny bit over 1 bar the workers have
The next easiest one to reach that has enough health would be an infected or meaty gnat, so this is gonna take a little while
If I confirm 10 punches is 1 bar then we can see if fists have a damage type
This testing is being done in creative, which I believe is medium difficulty health values
You have to dig through the various 0.11 pts patch notes to find some of the extra info that for some reason wasnt carried into the regular patch notes when the update went live but was still added as a mechanic.
Cool, that's one mystery solved, considering piercing is stabbing, right?
A chunk of the Black ants health bar only lost about half from 10 punches and they aren't resistant to anything based on the chart, I'll test with infected and meaty gnats but that's a bad sign
Same for meaty gnats
Guess the chunks don't mean much
It's a bit odd it was exactly 10 punches for a bar of both types of red ant though
Wait, this could still be useful, especially if fists don't have a damage type, I'll try to draw what I mean
Basically, I think as long as they don't have a damage class punches can be used as a unit of measurement that can be universally applied to all bugs
I believe they meant to say stabbing as that would add another if they really meant pierce
I've got this so far
Actually, I think I'm overcomplicating it
I'll try to see if punches have a damage type, if they don't then we can just measure the health of any enemy in punches to kill
Ok, Im gonna test before going any further with this
Good luck punching beefier bugs that will heal themselves mid fight. From my testing a punch was doing 0.5 damage prior to this update so for a Sickly Roly Poly that would be about 400 punches.
By the way I did a video on all the bugs HP prior to this update if you want something to compare to but I think they changed their HP in this update
I'm doing it in creative so things hopefully won't heal
Pebblet axe seems to do exactly twice as much damage as fist, it seemed like exactly 12 first hits of the axe combo and 12 hits was the amount of punches that also seemed exact
This is gonna need its own spreadsheet
And 10 for the pebblet hammer, all of these go REALLY nicely into the red worker ant health bar
For higher health bugs I may use the fist damage mutation if that's a nice number like times 2
All tier one weapons done on red worker ant except for larva blade, poison would make testing that accurately really hard
Hopefully all the tier 2s scale the same so I can use the black ant sword to figure it out
48 punches did exactly 1/3 of the infected larva health bar and 32 pebblet axe swings did the same
Based on the red worker ants it should have been 48 or 32 for both
I'm gonna need to do a LOT of testing before I can tell what's going on with these numbers
I should be able to get it though
So far I'm getting what look like exact integers for everything but the pebblet dagger
I'll do a few more bugs and then release the progress
I tested in creative as well and they will sometimes heal
Wonder how difficulty scaling fits into this
I believe creative is equal to medium
I've almost finished bombardier, I'll do stinkbug and then post the progress
Actually, I'll post what I have now and continue testing tomorrow
It looks bad but I'm doing it on my phone, and I haven't used excel much
After I get a lot more entries I should be able to figure out numbers for weapons and bug health and such, I'll probably define 1 damage as 1 punch
I've found something
After a lot of math, just comparing ratios, I have found that, relative to punches, for infected larva I got a number of 2/3 for the axes
2/3 times 0.875 gives the exact decimal I got from the punch to axe ratio of regular larvae
I'm rounding numbers up/down 1 based on the final hit if it doesn't deal it's full damage, but to get the exact decimal...
I am also doing half damage of weapons to calculate, so I am not sure if that affects things, I'll check
It might, I'm just gonna play the game now but I think I might be slowly understanding things
If I can eventually get results that don't differ from whats known then I should be able to just use numbers to find enemy weaknesses and resistances, instead of just doing what looks/seems correct
Yeah with just a bit of division you can actually quantify things
I sure can't wait to do all this just for the devs to release the bestiary days after
Are dust mites super tanky or something? Or maybe they resist Generic? My minty CotMD doesn't do a whole lot.
My lvl 8 mint mace almost takes them out in a single combo, I suspect a lvl 9 could
You'd think there wouldn't be a significant difference between a minty CotMD and mint mace, though?
I've yet to figure out their weapon weakness, really. Was so pre-occupied with the other bugs. If I had to guess with the whole copy/paste thing going on, they'd be weak to Chopping.
well the mint mace is both minty and mighty
Wait...standard is slashing, and infected is stabbing.
what
I'll have to bring my minty sword and make a minty stabbing weapon for this.
I've heard a lot of conflicting information about whether Mighty is a weakness from reliable sources. Milton lists it as an element, Rayman says it is not, so I'm not really sure
not what i meant
im saying this because a lvl 9 cotbm only has 45% while a lvl 9 mint mace has 65%
Ill test it when I get the chance, I just have a ton of work at the moment sadly
CotMD has a higher base damage, though. So the difference shouldn't be significant enough for one user to not think it qualifies as a weakness, imo
If my hunch is correct, they've copy/pasted the infected mite, explaining the dust mite resistance to Generic. If I'm correct, a minty stabbing weapon should do the most damage. But what should I make minty? A Mosquito Needle or a Bee Stinger Spear?
I prefer the Bee spear
Ranged also qualifies as stabbing iirc
Base damage or no, the resistances may nullify the bonuses from candies. By going for the correct setup on both weapon and candies, one should get a fair bit more damage on their target. Theoretically. Where it's noticable.
Either that, or dust mites are simply super tanky.
A little over half with my level 7 minty Club of the Mother Demon.
As in, it had a little over half its health left.
I do about 90% of their health with a lvl 8 mint mace on medium
(Why did I make a CotMD minty when the mint mace exists?)
Tell that to my spicy greatsword
RIP
I wonder how the game registers that
I can probably test this in a sec. One of my old teammates wasted a mint chunk on some arrows. Got 4 left.
If ranged does count as stabbing then might the crow hat increase spear damage?
I think there's a subclass in play
Wish I could test now, hopefully the work I have doesn't take too long
Otherwise Javelineer would affect ranged, and Marksman would affect spears as well
Its technically the same thing with the mosquito needle as it is a sword with stabbing.
Also daggers and axes are both chopping so there are other precedent for overlapping striking types with weapon classes
You'd think daggers would be stabbing, but nooooo. They have to be chopping.
I thought they were slashing
Chopping as they can cut grass/weed/eelgrass
Hopefully, the weapon types will eventually be condensed into Slashing, Stabbing, and Smashing. Simplify the whole thing.
It just makes sense for them to deal slashing damage to me based on their animation, but that makes sense
I think the reason chopping and smashing exist is to enable hammers, daggers, and axes to be used on resource nodes while preventing everything else from using them
Wait, I think the dagger has a 2 hit combo if I remember correctly
I wonder if the first hit for daggers is actually 50% like it is with the other weapons, if not then that messes with things a bit
Just as a followup, I'm killing dust mites in a single combo with a lvl 9 mint mace
Either as 1 - 2 - 3, or 1 - 2 and 1 - 2
This would explain the odd numbers im getting with the daggers if it's correct, later Im gonna try multiplying the dagger numbers by something in case dagger combos are 33 - 66 instead of the 50 - 100 - 150 and see if it gets a pattern. I might just need to retest the daggers doing their full combo though in case that doesn't work
What are termites weak to
CHopping and salt
With a wave of my burrito and a little taco dust, this thread has been unarchived!
Oh right, I said I was gonna do this
I'll just post the numbers I got so far in case anyone else feels like doing it, I don't but I might get back to it later
This is a possible explanation for the dagger numbers being so strange
What's good for those sandpit things?
My salt mother of demon club works brill but these Thier anything better?
Ty
I added this info plus a little more to my spreadsheet. There is a video just posted on my YouTube if you want to see how all the best weapons perform against the new bugs. I will also be revamping my spreadsheet in the next couple of weeks.
I decided that weapon damage type was not worth including for two reasons. First there is no way to get fair results because of the weapon base damage changes and many of the new bugs having high health pools. Second the tier 3 weapons, even when not the right weapon damage type will outperform tier 1 and tier 2 weapons because their damage is so much higher.
As an example it is never best to use any of the spears or daggers because their base damage is so poor compared to the tier 3 weapons. This will change if/when a tier 3 spear and dagger are added if they have a reasonable base damage.
Yeah, real shame we don't have that stuff yet. One day, one day...
I actually have some time today so I'll see what I can do with the numbers from hitting things again
I did find that thing with the larvae
I think Chillax got a specific group of weapons to the same stats with controlled upgrading to figure out weapon weaknesses. If we've learned anything, it's that raw power alone won't bypass resistances now.
Daggers combo seems to be 50% - 150%, and it also seems to equal the damage done by a larva blade when only hitting the 50 and the 150 hits
I'm pretty sure the damage bar is the same across weapon types based on that, it's just really imprecise
Which would make bone trident equal to bone dagger in damage per hit
Or the first hit does about a fourth of the second hit???
The first hit is the black part and the second hit is the orange part, I overlayed multiple images from before certain hits and cropped the image to match the health before the combo, the health lost after the first hit, and after the second hit
Ok, I have a lot of data on red worker ants, I'm gonna start ratios now which should be where I find something
Wait
Even if punching damage is one of the types, wouldn't ratios still work for telling us the most effective weapon to use?
If all the results for a certain bug are skewed by the same amount then wouldn't the ratios still be fine?
At that point it's just figuring out each weapons DPS accounting for stamina usage and we should have the best weapons for each bug
WAIT
I just realized player built structures probably don't have damage type resistances because why would that be coded in
Ok, that's huge possibly
How many hits to destroy x wall
Good thing I have a medium world with a lot of everything
Oh yeah, this is something
30 punches for grass wall, 50 for stem wall, 100 for mushroom brick wall, 45 for reinforced grass wall
Can walls be poisoned? This might be even more perfect than I thought it would be
THEY ARE IMMUNE TO POISON

Larva blade destroys a mushroom wall in 90 hits
This is amazing, I think I just figured out how to find exact damage values for things
I'll post my results when I'm done, if I don't finish today I'll post my progress
The tier 1 of weapons goes like this for mushroom brick walls, using only the first hit of combos:
Punching: 100
Axe: 90
Hammer: 75
Club: 45
Dagger: 128-129
Spear: 100
Sword: 90
Actually I can test for explosion
Done
From this we should be able to get any bug's resistances and weaknesses to weapon types
Including explosions, with some extra work
And because axe and daggers share a damage type I don't even need to bother with their odd numbers
Ok, time to test this with current data
I just updated my spreadsheet with Into the Wood base damage and upgrade damage amounts. Unless I missed something there is no way to test each of the 5 damage types using weapons that have no perks that could affect the results such as +Crit Chance and +Poison.
While the in game display may show the damage amounts are the same they are rounded to show the nearest bar or half bar. I tried to get 5 weapons, one of each type, to the same damage amount and while they looked the same they were not because of rounding in the UI.
Excel is so annoying with changing regular numbers into dates
More effort, or Thiever eat you!

Excel is annoying me, guess I'll use paper
Looking at all the weapons here's the Damage Nerfs made in the Into the Wood Update:
Mighty Upgrade Path to L9 vs Hot and Hazy L7
Pebblet Hammer: -38.89%
Insect Hammer: -26.67%
Salt Morningstar: -23.61%
Antlion Greatsword: -17.50%
All Other Weapon: -8.33%
Fresh/Salty/Spicy Upgrade Path to L9 vs Hot and Hazy L7
Pebblet Hammer: -43.14%
Insect Hammer: -31.76%
Antlion Greatsword: -23.24%
All Other Weapons: -14.71%
Club of the Mother Demon: -6.95%
Also of note Hammer Stun was severely reduced for the Pebblet Hammer (-45.45%) and Insect Hammer (-52.63%). Stun for the Salt Morningstar (-26.67%) and Mosquito Needle (-50.00%) were also reduced.
From my math, red worker ants are weak to axe and spear and resistant towards hammer and club
The daggers gave a really weird number though, it should be equal to axe but isn't even close
I'll try multiplying the fractions differently
Attack speed was also reduced for the Mint Mace, COTMD, Antlion Greatsword, Ant Club and Spiky Sprig but since AS is not linear it's hard to know the exact nerf
Unless it's been changed Red Worker Ants are only weak to stabbing (spears, arrows, Mosquito Needle)
Which weapons are you using, what level are they and do you have any mutations or other affects active (i.e. meals, smoothies, armor)
In using all tier 1 weapons so pebblet, level 0, no mutations active
No armor, meals, or smoothies that affect damage either, just the firefly hat, termite armor, and aphid slippers
Pebblet Dagger has 0.5 base damage and the others are 1.0
Also daggers do chopping damage which is the same as the axe so there's no reason to test both
Yeah, but I did something wrong because they don't match
Axe got 1.11 and dagger got 0.853
I got one set of fractions by hits to destroy a mushroom brick wall in relation to punching, another by hits to kill a red worker ant compared to punching, and divided brick wall by worker ant
Why are you doing that? The base damage is in the UI and is assumed to be accurate.
They might be rounding them but that would seem very silly.
I've just always heard about how the UI bars weren't precise, so I tested it myself
They are not precise after upgrading. They round to the nearest bar or half bar. The base amounts should be accurate.
This is what I got by hitting the mushroom brick walls
Do walls take extra damage from certain damage types? Why not just hit a grass wall as it will take far fewer hits?
Without knowing if walls take extra damage from specific damage types there is no way to know if your numbers mean anything.
I assumed the devs would not have put in damage resistances for walls, especially after seeing the lack of decimals for the tier ones other than dagger
I may be wrong though
If the plan is to add base raids back in they would almost surely have different walls have different resistances
They don't take poison damage, which was nice for testing too
I'll test all weapon types on all wall types later then
Test on Orb Weaver Jr. They and Meaty Gnats were the only two bugs in the game prior to this update that had no weakness or resistance to any weapon damage type from my testing.
Ok, I'll remember that
Thank you
Wait, if the damage of level 0 weapons is accurate then I can just
Not even bother with comparing to punches
What about termite king?
Ok
And weapons?
Not tested
Bestiary has apparently been confirmed at some point so nobody has bothered to test weapons so far
I'm just gonna use a T3 sword on everything and when it seems to be doing little damage I'll switch to a club or whatever
No need to test for weapons if I only use shield and fist 
i think mediocre milton has a vedio on dat
exploding fist!
tussle of thy truffle
Truffle tussle vs the Black Sox beetle was a fun one, even the explosions only do a portion of damage
I really want an infected shield that does that same thing but on perfect block 30 percent of the time
It would make a good tier 3 shield
Me on my way to find the exact values of bug health
wat
you cant
BTW sad to say that Orb Weaver Jr now have weakness/resistance so they can't be tested against like I mentioned a few days ago.
Updated after re-testing every insect in the game after the Into the Wood update:
Weapon Damage type is omitted because I can't test them with 100% accuracy. I posted a video on my YT channel explaining all the changes if you want to watch it.
Updated to fix a typo
hey stop being archived pls
