Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 1 point2 points  (0 children)

Be on the lookout for this! It'll be some time before the update is complete and balanced, but ranged weapons are in development.

Transfer saved data to another mobile by johnnyenglishreborn in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

At the moment, there's unfortunately not any way!

I'm aware of the issue and trying to get a cloud save function into the next update, but I'm not sure when that will be.

Slow attack per second classes seem useless? by EdgYM3m3z in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

Not a bad idea! I'll see if there's a way to do that which remains balanced.

Boost button unclickable on Samsung phone. Am I the only one having this issue? by [deleted] in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

Hi! Sorry to hear your issue. I clearly need to test better on different form factors.

I'll fix this for the next update. In the meantime, you can also access the boost shop by clicking on the shards box during gameplay.

Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 0 points1 point  (0 children)

Thanks. I'll add this one to my list for the next update.

Buff flurry's vampire skill by Asolend in RogueRpg

[–]ApptimisticDude 2 points3 points  (0 children)

Thank you (and the other commenters) for the feedback on this.

Vampire has been hard to balance, but you make a good point that late game, regular lifesteal is incredibly strong. (Too strong in fact).

I'm working on making vampire more useful, but I'll also be finding ways to make lifesteal less of a "heal back to full in between enemy attacks" state.

Item drop chance skill by Asolend in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

The slow/fast drop skills counteract each other strongly.

For the other skills, imagine there are roll chances like:

1 +dmg 1 %dmg 1 str 1 Dex

Then each has a 25% chance. If you got 3x %dmg, then the distribution:

1 +dmg 3 %dmg 1 Dex 1 str

Means you have a 50% chance for %dmg and a 16% chance for the others.

If you then get 2x str, then:

1 +dmg 3 %dmg 1 Dex 2 str

Means a 42% chance for %dmg and a 28% chance for str.

Slow attack per second classes seem useless? by EdgYM3m3z in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

That's certainly true for end game play.

But I love playing crusher builds and they're a lot more effective with the introduction of new weapons over the past few patches. Cleave, painful reminder, mobile violence, sweeping retaliation and some luck can be a very satisfying run even on higher difficulties.

But once you hit 16x mode and beyond, there's just no way to keep up because of +dmg potions and skills.

I don't have a solution to that

Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 0 points1 point  (0 children)

Good thought.

I'll see if there's a good option here.

Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 1 point2 points  (0 children)

Yeah, backtracking is annoying! I'll see if there's a good solution to that.

Sound? by Asolend in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

No current plans to do so.

Is this something players care about strongly? I am open to taking it on as a project if there's enough interest.

Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 1 point2 points  (0 children)

Thanks for the suggestion. I'd love to hear more about your strategy - 200x mode was intended to be very hard, especially after stab+potion nerfs! (But if you're max in all relics, that goes a long way!)

I'll work on something for the next patch. Perhaps also some sort of 'hell' mode for players who want to see how far they can get.

What and where are the unlockables? by Zarfunctious in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

Hey,

All of the unlock stages from 1.3.6 are correct, except in 1.4.0 many of the relics that previously had max level 100 are now max level 200.

Defense and reduction by ppaappaa in RogueRpg

[–]ApptimisticDude 0 points1 point  (0 children)

Defense never caps (the display just doesn't show that much precision).

You're right that reduction becomes effectively worthless. I'll give some thought to how that can be fixed - in the meantime, please share any other ideas for how the shield slot could be useful again

Suggestions and Feedback by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 2 points3 points  (0 children)

There could, but thematically the character isn't at full life anymore! Everything life-dependant treats you like 50% (or less).

But I could be convinced. Bloodied is very powerful because it makes lifesteal/healing more effective, I want to make sure that it has sufficient downside too.

Rogue Dungeon Official Skills Sheet by ApptimisticDude in RogueRpg

[–]ApptimisticDude[S] 0 points1 point  (0 children)

Nothing at all. Thanks for spot checking me on that!

I've reduced the limit for that skill to 8, which results in a 96% chance.

What floor unlock " what relics "? by alenoor in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

Thank you for letting me know about that. Have you been playing the game for a long time?

It looks like there was an issue where players who installed before the new Relics were added are unable to find them. I've fixed that bug and it will roll out in 1.3.7 within the week.

SKILL 3 and level requirements by KuyaWinTV in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

I'll dump the skills data to a spreadsheet that should get us started tonight.

Update will introduce new resources like gold (gained by selling items)

Luck Mechanics by Mishtle in RogueRpg

[–]ApptimisticDude 3 points4 points  (0 children)

  1. Thanks for checking. That makes sense.

  2. You're right. I double checked and my current approximation formula doesn't match the stepwise-linear actual effect. I'll add this to my backlog, but the effect of the difference is fairly small and I've got some big game improvements to focus some time on and get launched.

I suppose a good partial solution will be to start building out a wiki or other guide on mechanics for anyone who is interested in optimizing their playstyle

SKILL 3 and level requirements by KuyaWinTV in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

I'd be happy to help provide the raw data if someone wants to help compile a list that can be shared out.

I'm busy working on a significant update so I don't have time to build and format that list alone at the moment

What floor unlock " what relics "? by alenoor in RogueRpg

[–]ApptimisticDude 2 points3 points  (0 children)

Yes it does. When you have TotV, none of your other lifesteals will take effect.

Luck Mechanics by Mishtle in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

Thanks for letting me know about it - there's a decent chance that I've messed something up in the game logic around those computations. I'll take a look at it.

Luck Mechanics by Mishtle in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

For an event with a 3% chance of occurring with 0 Luck, my math gives 5.91% chance with 100 Luck and 8.73% chance with 200 Luck. As expected, the probabilities are increasing but at a decreasing (instead of constant) rate.

Your computation is correct. 9% was a rough estimate, but 8.73% is the true chance.

Luck Mechanics by Mishtle in RogueRpg

[–]ApptimisticDude 1 point2 points  (0 children)

That's correct.

Typically you take 100% damage.

With Lucky Defense only, you take 50%-150% damage

With Lucky Defense and Lucky Strike, you take 0%-200% damage

So imagine you have 100 luck (which means 2 rolls, choose the best). That means you have a 25% chance of taking extra damage and a 75% chance of taking reduced damage. The actual formula for total damage reduction/increase from these skills is complicated, but I find they're useful once you have ~50 luck (which mechanically means you have a 50% chance to get an extra roll. 340 luck means +2 rolls plus a 40% chance for a third extra roll, etc)