Do complain. I haven't really looked at the numbers since I want some more nice knife upgrades and that might mess it up again (ex knifes jumps to a nearby target for less damage)I was going to complain about the math on the crit chance vs knife dmg reduction but now I have to look at what I'm doing because you guys are doing insanely better.
If my math is right, its too punishing on your main weapon:Do complain. I haven't really looked at the numbers since I want some more nice knife upgrades and that might mess it up again (ex knifes jumps to a nearby target for less damage)
Edit: I think you missed the unintentionally way too easy version.
Arrow keys works too, if they have better placement. Keybinding is nice... I guess it wouldn't be a big effort. It's just that it only benefits the minorityAny way you could put in keybindings? I don't use a QWERTY so that makes the game really hard to play since WASD for me is ZQSD and positionning my fingers over the actual WASD keys makes them completely counterintuitive.
I'd like to say the game is fun but I die in 20 seconds due to the keys requirement, but I do like the music.
I think its that on paper the first rank of crit is by itself actually a damage loss.
100 damage per hit. 5% crit chance. at 50% increased damage on crits. that'd be 102.5% damage average. a 5% chance of 150 damage. 95% chance of 100. 95+7.5= 102.5.
so, whats 100 per hit, +10% chance, -10% damage? 85% chance of 90 damage, and 15% of 135. 76.5+20.25= 96.75.
(assuming crit chance is even additive, and not 10% increase of 5%)
so the "problem" here is crits don't do +100% damage by default, with that 10% for 10% ratio. The thing is... is that actually a problem? once you DO get crit damage buffs, over 100%, it becomes a buff. taking something that makes you weaker, NOW, but promises to be stronger later, is not innately a bad thing. the issue is that later investment does need to pay off. think in Vamp survivers and the glyph destroying exp, but then later giving bonus exp. or general xp buffs which delay your power, but give you exp, thus more power later in return.
What cooldown reduction formula are you using? thats also a newbie trap? is 100% cooldown reduction zero cd, or half?
Cooldown × (1 - reduction) 10s cd, with 1-100% cdr= 0cd. thats bad, and breaks stuff thats CD based. cooldown/(1+reduction) however flips it. 10s cd with 100% crd= 5s cd, 200%cdr=3.3s cd, 200000% cdr=.005s. it will never hit 0. (note if you change this, you'll probably want to double the cooldown reduction values to compensate)
and IS crit % additive?
First try... I assume you already had some upgrades? Because I am getting my duck kicked by the large formation at ~6:20.
That moves keybinding down the list
Cooldown reduction:I think its that on paper the first rank of crit is by itself actually a damage loss.
100 damage per hit. 5% crit chance. at 50% increased damage on crits. that'd be 102.5% damage average. a 5% chance of 150 damage. 95% chance of 100. 95+7.5= 102.5.
so, whats 100 per hit, +10% chance, -10% damage? 85% chance of 90 damage, and 15% of 135. 76.5+20.25= 96.75.
(assuming crit chance is even additive, and not 10% increase of 5%)
so the "problem" here is crits don't do +100% damage by default, with that 10% for 10% ratio. The thing is... is that actually a problem? once you DO get crit damage buffs, over 100%, it becomes a buff. taking something that makes you weaker, NOW, but promises to be stronger later, is not innately a bad thing. the issue is that later investment does need to pay off. think in Vamp survivers and the glyph destroying exp, but then later giving bonus exp. or general xp buffs which delay your power, but give you exp, thus more power later in return.
What cooldown reduction formula are you using? thats also a newbie trap? is 100% cooldown reduction zero cd, or half?
Cooldown × (1 - reduction) 10s cd, with 1-100% cdr= 0cd. thats bad, and breaks stuff thats CD based. cooldown/(1+reduction) however flips it. 10s cd with 100% crd= 5s cd, 200%cdr=3.3s cd, 200000% cdr=.005s. it will never hit 0. (note if you change this, you'll probably want to double the cooldown reduction values to compensate)
and IS crit % additive?
Burst of frost/dagger storm is what trivializes things once you get a few upgrades. Then any combination of haste, defense, heal (i tend to take the duck heal instead of regen) will make things easy provided you keep an eye on casters. I tend to bum rush them to freeze them. The axe and saw are just gravy, so I only upgrade them when nothing better presents itself. I wasn't impressed with darkness, poison, or lightsaber penguin, so never chose them. I don't have good replacement suggestions but will give it some thought.First try... I assume you already had some upgrades? Because I am getting my duck kicked by the large formation at ~6:20.
View attachment 486508
"I don't have good replacement suggestions but will give it some thought."Burst of frost/dagger storm is what trivializes things once you get a few upgrades. Then any combination of haste, defense, heal (i tend to take the duck heal instead of regen) will make things easy provided you keep an eye on casters. I tend to bum rush them to freeze them. The axe and saw are just gravy, so I only upgrade them when nothing better presents itself. I wasn't impressed with darkness, poison, or lightsaber penguin, so never chose them. I don't have good replacement suggestions but will give it some thought.
The only real threat I find is from casters. Change those fireballs to snowballs, increase fire rate (1.5 maybe), and make them immune to frost (for lore reasons).
Napkin maths for the new More knives/More cooldown mod:
View attachment 486521
Is it additive or multiplicative?
Not related but a pierce mod would make range on knives a much more desirable stat.
An alternative to the fan of knives could be a chain effect? Where the knife jumps to the nearest enemy and then you could have more chains for this effect vs more pierce for the fan effect.
Not related but a pierce mod would make range on knives a much more desirable stat.
An alternative to the fan of knives could be a chain effect? Where the knife jumps to the nearest enemy and then you could have more chains for this effect vs more pierce for the fan effect.
Added to list for later.well, double checking it IS ALL crit 10%, and dagger -10% damage. so thats a balancing feature already.
I've never been a fan of crit/crit damage in games. I find it tends to be fairly op every time its in games. PVP especially. you can heal through steady damage, but 1% chance to oneshot can't be defended against. but the issue still applies to most games with it.
Path of exile handles crits well. (it does also have the crit/crit damage problem) but it also smartlydid something else. Crits apply ailments. freeze, burn, shock, stun.
That would work great here imho. If crits applied a stun, pushback, or bleed effect for example. its way more interesting then just double dipping damage scaling.