Suggestion: Make the Lighting Bolt use itself at the end of your turn instead of at the beginning. In its current state, the lighting item is unable to benefit from any temporary bonuses that last for a single turn (Belt of Knives, Wheel, etc.), as the item only gets used at the start of your next turn, by which point said buffs would have long since gone away.
I know this change isn't really all that necessary per se. I just think changing the ordering to make buffing the lighting bolt's damage a bit easier could potentially make it more viable and easier to use in an actual build.
EDIT: I know there are still a plethora of ways to buff lighting's damage in various ways. I just think it'd be nice to make it affected by more types of things just to make the big numbers even bigger. :)
Just for kicks, I tested the first enemy and just blocked. His attack and block kept going up every turn. Is it normal for enemy damage/block to increase every turn if the combat goes on long? Here's the tutorial ratwolf after about half a dozen turns of just blocking.
Yeah, enemies gradually ramp up in strength if you take too long to kill them (possibly to stop you from endlessly farming free items from reorganizing).
There have been some past issues where people have been essentially softlocked by a certain toad mage in the deep caves who heals all enemies every single turn as well as either shielding themselves or occasionally attacking you. Since healing numbers used to scale over time like with block and damage (IDK whether they changed it or not), players unable to kill the mage before it ramped up would be in a very bad position without some sort of damage scaling. At that point, the only way out is by either dying, throwing the run or refreshing the page.
However, one thing to note is that passive scaling sources, whether it be archangel armor's haste application or stopwatch's damage scaling are almost always able to outspeed natural turn-based scaling by a fair margin (assuming you actually know what you're doing), as long as the enemy can't poison you. As anyone who has tried to tank snake poison on endless mode has known firsthand, once the poison numbers exceed your maximum HP, you're just dead. :)
I belive this is the strongest (damage wise) build in this patch. (Because they really nerfed cleavers). About 40k damage first turn. With Emerald Bracelet it would be ~53k. If you replace money with another Mana Stone it would be ~58k.
Before you go to the boss on magma core you need to stock up on food. Every additional energy ~6k damage
I really wanted another Emerald Bracelet, but my save crashed :(
Honestly, I love this game so damn much, and am super excited to see its progress. Ive already poured well over 100 Hours into this...
Ive finally gotten around to trying a Spike run...
And as you can see... When running a pacifist build... its impossible to kill some enemies. Granted very few. Most of the other poison enemies will attack eventually (The bats who have Lifesteal attacks)
This build was my best since the most recent update. But i couldnt get to the 3rd boss on the loop.
Perfect archery run ? Managed to get to floor 16. Very descent damage output (400-500 per turn and scaling) and versatility between rage and armor. The poison snake + Curse/burn combo was a run breaker unfortunately. I'm pretty sure I could've managed King well. Any ideas to improve this build ?
Ive been playing this game for weeks and for the life of me I cant figure out why magic or maybe its just some triggers thorns on enemies. Shouldnt it count as ranged damage?
True lol, only arrows and cups are projectiles but I found that even those can cause thorn damage to happen if you have a gem that makes them do vampirism
Thats true I did have that. The vampirism kind of makes sense if it converts all damage to physical but I definitely do not like it. Ill just skip that gem I guess, just seems to really limit your options if you always have to build around thorn in later game stages
The shield that Hercule Pavise triggers doesn't seem to trigger weapons that were triggered by Hercule Pavise. Shield Spirit should trigger weapons around a shield. Hercule Pavise, a shield itself, triggers two weapons but the Knight's shield doesn't trigger them too even though it should.
Floor 64+ My longest run yet and everything is a cake walk. 99,000 health boss no problem.
First run of the patch. Still ongoing run but nothing ever hits my health other than the good ole disgusting food. Have only found 5 queen/king cleavers.
+2 haste on middle shield
+3 rage on top right cleaver
My normal first turn is 10 energy and does 9805 damage, max block of 999, 120 rage, and 5400 spikes.
Starting with stopwatch and shield spirit, I went for a shield arrow build that ended up with 7 at once. 4 shield forges yet not a single weapon forge, no cleansing rag to be found, this was just unfortunate for me. The duct tape, however, is an awesome addition that enables this build. Along with the charmed bracelet in hand, curse and burn is basically no problem for me. All I needed was a rag and rage forge.
First endless run and I got to floor 16, felt pretty good but was looking for some more damage at the end. Lost when I encountered an enemy distributing half my health pool (73 hp) in poison every other round. The mace, warding band, and glass belt are a broken combo and then the fish sword was my damage dealer.
Love this game, but like other posts said it did get very repetitive at the end with me attacking 30+ times per turn.
please i beg of you, add click and hold for accessories using manastones. Half of the time spent in endless is just reclicking the buffs or shielding ring etc.
Fantastic game all in all, however, can there please be a method that decreases the dependence on RNG? It's impossible to set a goal towards a build as the items you receive are completely randomized, the one specific items you need might appear on floor 2 or floor 20 and there is no way to know.
This was my first run to make it to endless mode, it was a great build getting a floor one Hercule Pavise then eventually the stopwatch and shield spirit made the run just a clicker simulator, it was fun none the less and I cant wait to see what other broken builds I can get!
you know those times where you decide you're going to push for a pacifist run, but then the second room hands you a pickaxe?I might have gone a bit crazy on the gems...
Game broke for me after refreshing the page multiple times:
It would also be very useful to add an indicator/glow for when the red curse stone in the screenshot above is active. I accidentally created more curses instead of attacking, which is why the browser refreshes were needed.
Had lots of fun with this build, don't think it'll go very far into endless unless I get a book or somehow get more consumable item support, I'm too split
I got the Wizard's Robe and Broken Ring on the first floor, and the Ring of Doom dropped only about two floors later.
Got down to a single HP on floor 5 or 6, before I figured out to keep two Seasonings and use whatever consumables drop to keep healed^^
The Warrior's Spellbook rounded out my build late in floor 7... 13 stacks of the Ring of Doom in the first turn of every fight (40+ Damage for both Machetes and the Shiv, without consumables), and six more stacks every turn after that unless I need to block something big was really silly, and really satisfying :-)
I would recommend a halberd over the machettes. It takes an extra space, but unlike the machettes it does not have reduced effects (Or as the game call it, a multiplier of 0.5x), therefore, you can take full advantage of your ring of doom and your spellbook.
Very fun game, but I broke something on the third area after save scumming about 10 times to avoid a curse from the lottery drop. I cannot interact, even after restarting my computer. This is after clicking continue.
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Suggestion: Make the Lighting Bolt use itself at the end of your turn instead of at the beginning. In its current state, the lighting item is unable to benefit from any temporary bonuses that last for a single turn (Belt of Knives, Wheel, etc.), as the item only gets used at the start of your next turn, by which point said buffs would have long since gone away.
I know this change isn't really all that necessary per se. I just think changing the ordering to make buffing the lighting bolt's damage a bit easier could potentially make it more viable and easier to use in an actual build.
EDIT: I know there are still a plethora of ways to buff lighting's damage in various ways. I just think it'd be nice to make it affected by more types of things just to make the big numbers even bigger. :)
Just for kicks, I tested the first enemy and just blocked. His attack and block kept going up every turn. Is it normal for enemy damage/block to increase every turn if the combat goes on long? Here's the tutorial ratwolf after about half a dozen turns of just blocking.
I think the damage ramping does happen for every enemy.
Yeah, enemies gradually ramp up in strength if you take too long to kill them (possibly to stop you from endlessly farming free items from reorganizing).
There have been some past issues where people have been essentially softlocked by a certain toad mage in the deep caves who heals all enemies every single turn as well as either shielding themselves or occasionally attacking you. Since healing numbers used to scale over time like with block and damage (IDK whether they changed it or not), players unable to kill the mage before it ramped up would be in a very bad position without some sort of damage scaling. At that point, the only way out is by either dying, throwing the run or refreshing the page.
However, one thing to note is that passive scaling sources, whether it be archangel armor's haste application or stopwatch's damage scaling are almost always able to outspeed natural turn-based scaling by a fair margin (assuming you actually know what you're doing), as long as the enemy can't poison you. As anyone who has tried to tank snake poison on endless mode has known firsthand, once the poison numbers exceed your maximum HP, you're just dead. :)
First time at the endless mode! This game is fantastic :D
I belive this is the strongest (damage wise) build in this patch. (Because they really nerfed cleavers). About 40k damage first turn. With Emerald Bracelet it would be ~53k. If you replace money with another Mana Stone it would be ~58k.
Before you go to the boss on magma core you need to stock up on food. Every additional energy ~6k damage
I really wanted another Emerald Bracelet, but my save crashed :(
Honestly, I love this game so damn much, and am super excited to see its progress. Ive already poured well over 100 Hours into this...
Ive finally gotten around to trying a Spike run...
And as you can see... When running a pacifist build... its impossible to kill some enemies. Granted very few. Most of the other poison enemies will attack eventually (The bats who have Lifesteal attacks)
This build was my best since the most recent update. But i couldnt get to the 3rd boss on the loop.
Perfect archery run ? Managed to get to floor 16. Very descent damage output (400-500 per turn and scaling) and versatility between rage and armor. The poison snake + Curse/burn combo was a run breaker unfortunately. I'm pretty sure I could've managed King well. Any ideas to improve this build ?
Ive been playing this game for weeks and for the life of me I cant figure out why magic or maybe its just some triggers thorns on enemies. Shouldnt it count as ranged damage?
you bash them with the wand :)))))))))))
True lol, only arrows and cups are projectiles but I found that even those can cause thorn damage to happen if you have a gem that makes them do vampirism
Thats true I did have that. The vampirism kind of makes sense if it converts all damage to physical but I definitely do not like it. Ill just skip that gem I guess, just seems to really limit your options if you always have to build around thorn in later game stages
a berserker's ring, a roof, a king cleaver, a chef's hat, a gem, and 3 other cleavers on floor 1. All thanks to Matthew giving me a lucky dagger.
I just found out you can trade curses for items at the shady guy
really? thats cool
The shield that Hercule Pavise triggers doesn't seem to trigger weapons that were triggered by Hercule Pavise. Shield Spirit should trigger weapons around a shield. Hercule Pavise, a shield itself, triggers two weapons but the Knight's shield doesn't trigger them too even though it should.
And the shield spirit debuff stacks two times when this happened to me even though it only attacked once.
Welp, i just got softlocked.
I got to floor 9 with the fish sword and then switched to spike only (risky and vulnarable against poison and kinda curses but fun ^^)
i actually posted the exact same thing, but i used the chance to heal to full with vampirism since it isn't reduced by weaken. its really good ;)
Anyone else find this yet? It's my first time seeing it, seems powerful for a 1 energy cost if you surrounded it with gems for example.
and it is not a weapon, which means it can be used with pacifist ring
bad part is that it's not a weapon, which means it isn't buffed by gems
Floor 64+ My longest run yet and everything is a cake walk. 99,000 health boss no problem.
First run of the patch. Still ongoing run but nothing ever hits my health other than the good ole disgusting food. Have only found 5 queen/king cleavers.
+2 haste on middle shield
+3 rage on top right cleaver
My normal first turn is 10 energy and does 9805 damage, max block of 999, 120 rage, and 5400 spikes.
I've attempted many runs. This was my first time meeting a Fox & it gave me its Rapier. It's powerful early game!
wait, THERES A FOX?!? i need to find this
Starting with stopwatch and shield spirit, I went for a shield arrow build that ended up with 7 at once. 4 shield forges yet not a single weapon forge, no cleansing rag to be found, this was just unfortunate for me. The duct tape, however, is an awesome addition that enables this build. Along with the charmed bracelet in hand, curse and burn is basically no problem for me. All I needed was a rag and rage forge.
Moments before disaster (poison)
This build is really good, it can do alot!
When you see your next Enemy and instant know its over :(
Such a fun Magebuild :)
I was doing so well but didn't get something to deal with thorns
this is the best build
First endless run and I got to floor 16, felt pretty good but was looking for some more damage at the end. Lost when I encountered an enemy distributing half my health pool (73 hp) in poison every other round. The mace, warding band, and glass belt are a broken combo and then the fish sword was my damage dealer.
Love this game, but like other posts said it did get very repetitive at the end with me attacking 30+ times per turn.
what's the use of tasty fly?
I heard if you have tasty fly and you go to the merchant, he halves the price for everything. The fly itself costs nothing (I think).
I think it's 1/3 of the cost instead
Mexican standoff. Coral spike build seems pretty weak if the boss never attacks lol
I finally created a naruto build. I got super lucky, managed to get 2 ninja armor. Also key sword is insane!
The free run
please i beg of you, add click and hold for accessories using manastones. Half of the time spent in endless is just reclicking the buffs or shielding ring etc.
Please
no.
Fantastic game all in all, however, can there please be a method that decreases the dependence on RNG? It's impossible to set a goal towards a build as the items you receive are completely randomized, the one specific items you need might appear on floor 2 or floor 20 and there is no way to know.
I think that's part of the fun of a roguelike. If you were able to fish for a certain build every single time you'd never need to adapt on the fly.
This was my first run to make it to endless mode, it was a great build getting a floor one Hercule Pavise then eventually the stopwatch and shield spirit made the run just a clicker simulator, it was fun none the less and I cant wait to see what other broken builds I can get!
Thank you Dev. for a great game :)
I NEED MORE SPACE TO GET MORE MANA!
you know those times where you decide you're going to push for a pacifist run, but then the second room hands you a pickaxe?I might have gone a bit crazy on the gems...
Plus I somehow magically picked up 2 golden whetstones and 2 weapon smiths...
Game broke for me after refreshing the page multiple times:
It would also be very useful to add an indicator/glow for when the red curse stone in the screenshot above is active. I accidentally created more curses instead of attacking, which is why the browser refreshes were needed.
My first win after 4 or 5 tries. Super fun game!
My first good archer run & the first time taking the mouse log.
Huge negative effect but even better positive effect, up until a certain floor.
Had lots of fun with this build, don't think it'll go very far into endless unless I get a book or somehow get more consumable item support, I'm too split
My backpack at the end of my first run:
I got the Wizard's Robe and Broken Ring on the first floor, and the Ring of Doom dropped only about two floors later.
Got down to a single HP on floor 5 or 6, before I figured out to keep two Seasonings and use whatever consumables drop to keep healed^^
The Warrior's Spellbook rounded out my build late in floor 7... 13 stacks of the Ring of Doom in the first turn of every fight (40+ Damage for both Machetes and the Shiv, without consumables), and six more stacks every turn after that unless I need to block something big was really silly, and really satisfying :-)
Nice build for a first time player.
I would recommend a halberd over the machettes. It takes an extra space, but unlike the machettes it does not have reduced effects (Or as the game call it, a multiplier of 0.5x), therefore, you can take full advantage of your ring of doom and your spellbook.
This is wonderful!
Very fun game, but I broke something on the third area after save scumming about 10 times to avoid a curse from the lottery drop. I cannot interact, even after restarting my computer. This is after clicking continue.
dont save scum noob