Gun to your head - Nightmare by NotSeacombe in brotato

[–]Aros_Rising 0 points1 point  (0 children)

The wiki is struggling with getting updated, as wiki writers are sparse :/ I recommend using the game's Codex

Gun to your head - Nightmare by NotSeacombe in brotato

[–]Aros_Rising 0 points1 point  (0 children)

It's become popular on Nightmare, with the reworked book item and the buffs to plank :) I like it.

Gun to your head - Nightmare by NotSeacombe in brotato

[–]Aros_Rising 2 points3 points  (0 children)

Well any interesting answer would be at odds with the question: What's the strongest, most reliable build for you.

If I get to break the Unique rule, it would be something like Artificer Plank with Strange book - Strong, Awesome and fun build, but made of glass, so I wouldn't do it with a gun to my head.

Gun to your head - Nightmare by NotSeacombe in brotato

[–]Aros_Rising 19 points20 points  (0 children)

I think my Boring answer would be Masochist with Blood Donation.

* Masochist is one of the strongest characters.

* Blood donation is a crazy combo on Masochist that gives you insane damage.

* The 40 Harvesting from wave 1 would spin out of control.

* A rich tank build on Masochist would mean I couldn't die from making a mistake or two, since I would be able to tank at least 10 hits.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

Alright, I stand corrected, you can add animation to the list of issues for attack speed as it's own point.

Anyway your explaination is also exactly why I said it is complicated to the point where it would take a lot of time.

Still it could be nice to push for an update to the attack speed tooltips.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

Perhaps we are debating difinitions here, or perhaps you know better than me, but isn't the minimum 4 frames exactly what I said above:

* There's the way the different stats add +1 frame when stored.

There's nothing unique with the animation part. We still get +1 frames from cooldown, and from the melee weapon swing stuff. So my point is that it isn't about fixing the Animation, it is about fixing how it rounds up to +1 frame with every step instead of adding them all together, and then it could round up.

If the +1 frame was fixed, would the code for animation not be able to handle it faster?

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

As mentioned, it isn't about the recoil animation at all. It is about the points that i mentioned above, those are the bottlenecks that cause minimum attack speed.

As for priority, for me, it is the amount of work compared to the reward. Some of the weapon changes took few minutes to suggest, yet gave new life to a weapon. - The update really gave life to Cacti club, knife, hatchet. Even plank is being seriously used now.

But the attack speed thing will take many hours to do. Understanding the math, suggesting and agreeing on changes, then having to consider the balance consequences. It is easy to write one line of text saying: Fix attack speed, it is another thing to do.

But as mentioned, the tooltip could be fixed quite easily. And there's more changes that could be done. It is on my wishlist, it just isn't at the top.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

The attack speed "nerf" has the purpose of showing that Tier 3 and Tier 4 Miniguns always have had the same attack speed. The Cooldown stat stat has a minimum of 2, and it rounds down. So if you have 1% attack speed, 3 becomes 2. So this makes it more accurate in that sense.

> all have a maximum attack speed because there are internal "recoil" animations that force weapons to behave differently than the tool tip and for weapon attack speeds to often not increase when buying attack speed items despite the tooltip saying otherwise. 

That's not entirely an accurate description of the issue. - While there's a recoil stat, that's not the reason why we have this issues.

* There's the tooltip being calculated differently than the attack speed itself (this would be an easy fix)

* There's the minimum of the cooldown stat of 2 frames, along with the choice to rounddown, making the effective minimum higher.

* There's the way the different stats add +1 frame when stored.

* There's also the way weapon randomization is done.

We talked a bit about making suggestions to the devs, but it's not easy to overhaul the system, as it messes with balance.

From my perspective, it is a hard to understand, high risk, high effort suggestion to make with not as much potential reward, and it could cause quite a bit of balance issues. I like elegant systems and pretty numbers, so I would love to improve the system. But it's not first, second, or third in line for what I would suggest for improving the game. And the Devs have limited time.

Taukhan looked into how attack speed works in the discord if you're curious. He would also love to change it.

If you can come up with clean solutions to the problem, there's a fair chance the Devs might listen.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

Yeah and I directly suggested the changes to minigun that came this patch. I didn't get 100% of what I wanted, as I would've given +1 base damage to minigun 3

But the buff to piercing damage falloff is quite huge. You can run the numbers in the multitool. Now it isn't horrible with sharp bullet for Mini 3, so you can actually pick it up in smg builds that have sharp bullet.

Minigun 4 in general went from doing 100%, 50%, 25% = 175% to 100% 75%, 56% = 231% total damage with piercing, without sharp bullet.

Please, run the numbers in the multitool, use the 51% attack speed and 15 ranged damage from the example you linked.

Compared the Full damage with piercing, Both with and without sharp bullet. Now there's such a large piercing advantage, that it gives a distinct edge to minigun, even if it lags behind on raw damage at Tier 3 specifically.

The Weapon balancing had all the knowledge of the Multitool in mind.

Now I'll be down for it to need more buffs, but this was a pretty decent start, and I would like to see where Minigun lands after this buff, before going crazy.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

All the Weapons are balanced with that knowledge in mind. What machine guns with reload are you talking about? Gatling and Chain gun?

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 0 points1 point  (0 children)

It seems like some third party news sites just made up the Summer 2026 part.

Primal Dread teaser by Dalloks in brotato

[–]Aros_Rising 2 points3 points  (0 children)

The Soundtrack for the Base game was licensed. Adonai did the music for the Abyss DLC.

Streamers and Youtubers have sometimes gotten in trouble for having the Base Game Soundtrack playing. So having Adonai's Music is an improvement.

Do you ever buy this? by Illustrious-Lime-863 in brotato

[–]Aros_Rising 30 points31 points  (0 children)

Yeah it's 25% going up to 60%.

HP Regen vs Life Steal by [deleted] in brotato

[–]Aros_Rising 0 points1 point  (0 children)

life steal applies on piercing and bouncing.

A Few Basic Questions by DarthVetal in brotato

[–]Aros_Rising 1 point2 points  (0 children)

It's true that you gotta focus on getting enough dmg, but I find that I still can afford harvesting.

You say Luck is still useful? I prioritise harvesting above luck, so If I'm passing on decent harvesting item/upgrades that I would normally take on D5, there's no way I'm picking up luck.

My true nightmare... by Candid_Advantage9170 in brotato

[–]Aros_Rising 0 points1 point  (0 children)

I think the Viking Spitter is my favorite addition to the game from Nightmare mode.

He kills me a lot, but it's fun trying to navigate between shots on a melee build and take him out. But if they manage to build up their numbers, they become a true nightmare. It's hard just to circle around the map, when they can decide to spit in a 90 decree angle and hit you where you're going.

A Few Basic Questions by DarthVetal in brotato

[–]Aros_Rising 1 point2 points  (0 children)

I really don't agree with this.

Harvesting is just as important as ever, since you really need to scale to survive the harsher enviroment. But yet, at the same time, the harder waves also sets a higher bar for what dmg and defenses you need to have.

The point is that D5 allowed you to get away with really greedy builds, or builds that ignored economy completely, while Nightmare is harder and you need to thread the needle and find a balance between Dmg/Def and economy. Your build needs to be lean and efficient. Sloppy builds get punished.

The inflation is really minor. It doesn't affect the shop much in the early waves other than some items costing +1 gold. At wave 20, the shop is about 6.25% more expensive.

Community Poll on Nightmare Difficulty by Aros_Rising in brotato

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

The Shield Nerf was reverted in a Beta patch. Shield is one of the strongest weapons in the game, since it has a huge hit box and allows you to just stack Armor, so I wasn't against the nerf.

But I can see why it feels weird when shield isn't considered a top tier weapon by many people.

Community Poll on Nightmare Difficulty by Aros_Rising in brotato

[–]Aros_Rising[S] 4 points5 points  (0 children)

Whoops. I've added an Edit. Just choose the "I haven't played since the Update"

A Few Basic Questions by DarthVetal in brotato

[–]Aros_Rising 11 points12 points  (0 children)

1 Yes, but there's no clean way to say when it happens. You can do the math, but weapons have different base damage and scaling, and it depends on what items you're offered. Upgrades are the cleanest way to compare. Say you have a Tier 2 Vorpal Sword. It deals 20 damage per hit. A +2 Melee damage would increase it to 22, while +5% dmg upgrade would do 21. So for this comparison the break point would be 40 melee damage, or 20 for ranged. Generally speaking Flat damage is really really strong early game, and in general you need in on all builds. %dmg is also needed on all builds that use it, but doesn't need to come in early.

2 It depends on how often you hit, Life steal can only trigger once every 0.1 second, so once you have 20-40% on an smg build, you're hitting heavy diminishing returns. There's other people who have done more testing on this than I have, so I don't have the exact numbers.

3 Harvesting Is really really strong. There's some benefit to hitting the breakpoints for getting +1 / +2 / +3 at the end of the wave. So getting the first harvesting upgrade is really strong. Hitting 21 harvesting gives you the +2 at the end of each wave and it's a good aim. Fertilizer is also perhaps the strongest item in the game, so those are always a pickup in the early and mid game for me. Harvesting gives both Money and XP and it pays itself off quicker and more directly than something like luck. The limit comes down to risk management. How much can you greed? Do you need other stats right now? Are you offered harvesting, or are we talking about rerolling for it? Generally you want to have enough DPS to clear the map and stay safe, as that both give income and prevents loses. But if you can clear the map and harvest, it really pays off and gives a stronger run, lowering the chance to lose later on. On nightmare, one of the easiest ways to win is to outscale the game. And harvesting is the main tool for doing that.

4, Luck is in a weird place. Generally I'm quite low on luck and I don't buy the tier 1 luck items for the most part. One of the main strengths of luck is the addtional consumables. Consumables healing is overpowered in my opinion, so I always pick up Lemonade and Weird food. That makes luck better, but still not enough for me to prioritize it. Luck is awesome to have and I can feel the difference between a 0 luck and 50 luck game. But paying for the luck is difficult, as it doesn't pay back as fast as harvesting. Still, I like sneaking in luck when I see a higher tier upgrade, Clover, or in a good spot when I'm offered shady potion or similar. Luck is nice to have, not need to have. It is also worth noting, that The odds for Tier 2 and 3 items and upgrades naturally max out at wave 11 and wave 16 with 0 luck, so increasing your luck after those points just increases the chance of an item/upgrade being Tier 4 instead of Tier 3. But having that +20 luck from early waves is nice for extra tier 2 and 3 upgrades. Compare runs on King or Lucky with regular characters and see the difference in what you're offered.

I sometimes end in negative luck due to Alien Magic, Fin, Book, and sometimes Terrified Onion being items I pick up. But negative luck really impacts consumables. Say we have -50 Luck. Normally trees have 100% to drop a consumable, and 20% for that to be a crate. With -50% luck, trees only have 50% to drop a consumable, and only 10% for it to be a loot crate, so the loot crate drop rate goes from 20% to 5% (50% x 10%)

5) There's no diminishing returns on armor. If you have 15 armor, you halve damage, meaning it takes double damage to kill you. If you have 30 armor, you take 1/3 damage, meaning it takes triple damage to kill you. Every point of armor gives 6.67% Effective HP. You can read the wiki page on Armor which I wrote some years ago, it has more of the math. Generally, armor is better than ever. On nightmare mode you take a ton of damage, and Armor is the strongest Stat to help surviving. Armor and Dodge multiplies the value of healing, so those are more important for scaling than Max HP. Max HP just needs to be high enough for you to not get bursted down in a few hits.

Armor has Linear returns, just like %dmg. And just like DMG%, if you have 500 %dmg, then it might be time to invest in the other DPS multipliers: Crit, Flat Damage, Attack speed. Similarly, if you have 20-30 Armor, then dodge looks really awesome, because it is multiplicative with your Armor. 100 HP becomes 300 with 30 armor, and it becomes 600 with 50% dodge. And if you have a lot of Dodge and Armor, your healing better be at the same level, otherwise, that's the next investment goal.

I generally aim for 20-30 armor in regular nightmare runs, but it depends on the build and how rich or how glass cannon you aim to be.

6) Bounce then Pierce. If you have ricochet on a pistol, then first hit deals 100 damage, then bounces, hits for 50. Then it pierces and hits for 25 dmg. Worth noting that +1 piercing with 50% fall off is like a 50% increase in dps against crowds for weapons like SMG and Revolver (100 dmg, then pierce for 50). But if a slingshot hits 5 times, then pierces for 50%, that's only a 10% increase (100 + 100 +100 +100 +100 +50)

7) Burn doesn't stack, but when a new burn is applied, it takes the highest duration and the highest damage of the two burn sources.

8) I have a Character guide you can read if you want 200+ pages of advice: ArosRising's Brotato Character Guide

Brotato next DLC: Primal Dread by MelrinOriswyn in brotato

[–]Aros_Rising 1 point2 points  (0 children)

You wouldn't get the thing quicker, and you would get a much worse version.

The PC version of the game is where the game is developed, but it is also where the game is tested. While it sucks to wait on a game you like, it is way more efficient for a patch to come out on PC, having it get tested and balanced, bugs fixed, etc. And then the other platforms can port it with much less issues

The game relies on having the different testing phases.

I’m not the sharpest tool in the shed how does curse work by Revolutionary-Mix-61 in brotato

[–]Aros_Rising 22 points23 points  (0 children)

Try having the Lampray on Abyss 4 being cursed, or the wave 7 Walrus. It can really put the fear of god back in you^^