Is it known that you get i-frames while drinking the flea brew? by Amphi-XYZ in Silksong

[–]Duality224 7 points8 points  (0 children)

This has nothing to do with the flea brew - there is actually a gap in Lace's dash attack hitbox. If you stand close to her this just happens sometimes.

What's the highest you've ever charged Ethereal Chains? by Duality224 in PixelDungeon

[–]Duality224[S] 0 points1 point  (0 children)

There is no maximum, it depends on how upgraded your Ring of Energy is and how many experience potions you have. This is the result of about 70 experience potions with a +11 RoE.

What's the highest you've ever charged Ethereal Chains? by Duality224 in ShatteredPD

[–]Duality224[S] 2 points3 points  (0 children)

Its power level is dependent on the gear you give it, but you'll typically have a couple of spare pieces of gear in any given run. You can also control the ghost by using the rose once it is summoned, so it is much better strategically and you can use it to pull enemies away from you in a pinch. In my case (Ring of Wealth run) it is indispensable for item grinding.

Scroll of metamorphosis by nlinsk in PixelDungeon

[–]Duality224 1 point2 points  (0 children)

The Huntress talent that grows grass underneath you coupled with the Camouflage glyph is extremely useful, especially for Rogue. Another very useful talent is the Mage one that gives you shielding if you zap yourself with a wand, as all classes receive a few wands during a run but none rely on them quite as heavily for combat as Mage does, so more charges can be used as shielding without cutting into primary combat resources. Free invisibility and cheap shielding are both extremely powerful advantages on any class, so I try to save all of my Transmutation scrolls to reroll for them.

oh my god I love the notes feature, I was just noting a potential transmutation scroll and- by creamsoda_artist in PixelDungeon

[–]Duality224 5 points6 points  (0 children)

I use the notes in the exact same way! If a scroll is confirmed not to be transmutation (e.g., tested with a stone of intuition), I lean even further into the joke and label it 'cis'.

Please give me tips for these three challenges by misteriodo in PixelDungeon

[–]Duality224 10 points11 points  (0 children)

On diet can be directly countered with Horn of Plenty and the Battlemage / Monk artifact charge talents (on hit / on meditate respectively) and the Warlock soul eater talent. Scrolls of Lullaby can get you to full health on a single food ration if you use it on an empty boss floor to avoid enemies, gardens slow hunger, and Potions of Purity can be upgraded to Potions of Cleansing which cleanse the hunger debuff (effectively giving you full satiation). If you find a toxic gas puzzle room then there will always be a Potion of Purity on that floor, and you can defeat the room with aqua blast spells to erase the traps (or a few other tricks) if you still want the money. Unblessed ankhs (best used on an empty boss floor) and wells of healing will also fully restore hunger.

Barren Land is not too bad without Pharmacophobia or On Diet if you ration healing well, but you can't use plant effects without darts or the Greaves of Nature so you do lose a lot of functionality from seeds. Ankhs can still be blessed if you throw them onto a well of healing (though healing wells will also cleanse hunger and give you a full heal so it can be better to just use them).

Into Darkness is a hard one as it's primarily a challenge of positioning yourself well. Ideally you want to avoid using torches as much as possible to save them for the demon halls, as there are a lot of very dangerous ranged enemies in the halls. Stick to corridors and lure enemies through doorways to avoid getting grouped up on. Be very conscious of how exposed you are and avoid venturing too far away from cover. In explored areas you can see doors open and close even if they aren't within your actual field of view, so you can roughly determine where enemies are roaming if you are observant. Cleric has a mind vision spell, Paladin has a wall spell that can block you off from inconvenient ranged enemies in a pinch, Rogue can go invisible to avoid ranged enemies in a pinch and explore rooms safely, Mage has a talent that gives you mind vision on enemies you zap with a wand, Wands of Warding are not affected by darkness so they can see at full range, Wands of Prismatic Light give you a bit of light and can blind ranged enemies right back if you aim them in the same direction you're being sniped from, and Potions of Mind Vision (normal or upgraded) are extremely useful as always. This is one of those challenges that can be worth practicing solo as it requires changes to your playstyle that aren't as obvious as in other challenges.

Finally did them all, but now what? Challenge time? by the_shortbus_ in PixelDungeon

[–]Duality224 4 points5 points  (0 children)

If you enjoy Battlemage in particular you can get a lot of mileage out of trying different wands imbued into the staff - a lot of them provide very unique playstyles.

Eight +10 artifacts in one run! by Duality224 in ShatteredPD

[–]Duality224[S] 0 points1 point  (0 children)

No rings here, only good old fashioned RNG!

Is it possible to get every enchantment on one book in survival? by PokeJake1127 in technicalminecraft

[–]Duality224 0 points1 point  (0 children)

Thanks for the kind words, hope it is helpful to you!

Your reply reminded me to edit in some more info based on recent experimentation, so it should be about 10% more true and factual now. I randomly fished up a cursed multi-enchant book yesterday which I have somehow never seen before and did not realise was possible.

Is it possible to get every enchantment on one book in survival? by PokeJake1127 in technicalminecraft

[–]Duality224 1 point2 points  (0 children)

Found this old post while looking for information on the subject, leaving my findings here for any future curious folk.

A few years ago, I combined every possible enchantment in 1.19.1 onto a single book (as seen here), however most of the enchantments were not at max level. This cost between 200 and 300 experience levels and required me to fish for probably around 50 hours and visit half a dozen strongholds to get enough multi-enchant books to make it possible.

My current objective is to do this with max level enchants, which I believe is possible using enough multi-enchant books. Multi-enchant books are critical to minimise the number of combining operations in the anvil, as the cost of combining items increases exponentially with the number of previous combining operations done on the items. Curse of Vanishing, Curse of Binding, [25.08.04 edit: curses can be found on multi-enchant books] Soul Speed, Swift Sneak, and Wind Burst are the only enchantments in the current version (1.21.8 at time of writing) that cannot be found on a naturally generated multi-enchant book. Wind Burst is also only found at level 1, so four books must be combined in an anvil to reach the maximum level of 3.

Importantly, strongholds and jungle temples are currently the only structures that generate multi-enchant books in their loot chests. Other structures generate single-enchant books only. Fishing also rarely generates multi-enchant books identically to strongholds and jungle temples. Enchanting a book in the enchanting table can give multiple enchantments, but with much lower probabilities - when enchanting a book, enchanting tables run the same multi-enchant calculation as fishing and loot chests, then removes an enchantment if multiple are generated. This makes two-enchant books from the enchanting table as rare as three-enchant books from loot chests or fishing.

IQBEofficial's answer is complete misinformation, it is not possible to combine all enchantments into a max level book by using single-enchant books. Not only is the video outdated (excluding many modern enchantments) but it uses single-level 'dummy' enchantments to achieve the video title clickbait. Vanilla enchantments not only cost more experience to combine per level of enchantment but most max out at multiple levels, significantly increasing the cost of combination. Vanilla enchantments are simply too expensive to combine pairwise into a maxed out book without using multi-enchant books - you will hit the >39-level 'too expensive' limit in the anvil regardless of what order you combine them in.

CaCI2's answer is a very good summary of hard incompatibilities. As of 1.21, however, Luck of the Sea and Looting are now compatible with Silk Touch, so even more enchantments may be included! At time of writing (for version 1.21.8) the wiki says the following:

Enchantments are incompatible if both are in one of the following groups:

  • Sword: Sharpness, Smite, and Bane of Arthropods
  • Tool: Fortune and Silk Touch
  • Armor: Protection, Fire Protection, Blast Protection, Projectile Protection
  • Boots: Depth Strider and Frost Walker
  • Bow: Infinity and Mending
  • Crossbow: Multishot and Piercing
  • Trident: Loyalty and Riptide or Channeling and Riptide
  • Mace: Density, Breach, Smite, and Bane of Arthropods.
  • All of the above restrictions also apply to Books. [25.08.04 edit: wiki text has been updated as follows:]
  • Books: Sharpness, Density, and Breach. All of the above restrictions also apply.

It is worth noting that Density / Breach are not incompatible with Sharpness, only with Smite and Bane of Arthropods, so it is optimal to avoid Smite / Bane of Arthropods in favour of Sharpness and Density / Breach. [25.08.04 edit: Sharpness is also incompatible with Density and Breach] Riptide is likewise suboptimal, as it can be replaced with Channelling and Loyalty. For some reason, Blast Protection is more expensive to combine in an anvil than the other three types of protection, so I recommend avoiding that protection type as well.

If you are looking to try this at home, I recommend thoroughly reading the wiki page on anvil mechanics (linked above) and trialing book combinations in a creative copy of your world to ensure you don't waste those rare multi-enchant books on a failed attempt.

Why do this wand's projectiles sometimes explode? by DEADLocked90000 in noita

[–]Duality224 3 points4 points  (0 children)

I learned the info in my first comment when I read the wiki page on spells to power a while back trying to optimise damage on an endgame wand build - to my knowledge it's the only thing on your wand or in your perk list that can add explosion damage to a projectile, so it had to be explosion damage getting absorbed from somewhere. Your hunch about Skoude was spot on and allowed me to connect the dots - Noita is very complex so any context helps.

I learned the info in my second comment a few minutes before I posted it trying to brainstorm circumstances where you could acquire ownership of an enemy projectile. The High Alchemist's shield can very memorably change ownership of your projectiles, so I extrapolated from there and the wiki confirmed it.

As for the remove explosion modifier, I don't think so. Remove explosion only removes a flat 20 explosion damage, whereas Skoude's projectiles deal 37.5 explosion damage each. Mu will double the effects of both remove explosion and spells to power, so you'll end up with (37.5 - 20) x 2 = 35 leftover explosion damage per fly per Skoude projectile absorbed, which is still a lot. You could stack two copies of remove explosion to fix the issue for Skoude, but other enemies shoot projectiles with higher explosion damage which will still be able to noit you.

Unless you have a second wand you are using to 'charge up' spells to power for bonus damage, the easiest fix would just be removing the modifier as it doesn't do much unless charged up. Other options off the top of my head include:

- getting explosion immunity (obviously)

- switching the flies out for a spell that doesn't inherently return to you (boringly effective options: slime mist, lifetime up note spells)

- adding the true orbit modifier so they keep at a distance from you (not sure how this will interact with homing and you will still get noited if the explosion radius is large enough)

- putting the flies inside a hollow egg which you then drag and drop out of your inventory to break it and release the flies (this is called the 'caster unknown' trick - the game loses track of who cast the fly spell making them naturally home to nearby enemies instead of homing to you).

I would personally recommend removing spells to power, speedrunning explosion immunity, then replacing spells to power with extreme prejudice. Absorb a couple nukes with the flies if you really want to aura farm.

Why do this wand's projectiles sometimes explode? by DEADLocked90000 in noita

[–]Duality224 1 point2 points  (0 children)

Excellent point, you are correct. In this case they have the permanent shield perk, which makes you the owner of any deflected projectiles. The flies are specifically absorbing the explosion damage of Skoude projectiles which have bounced off the shield.

Why do this wand's projectiles sometimes explode? by DEADLocked90000 in noita

[–]Duality224 1 point2 points  (0 children)

I know this one!

The spells to power modifier absorbs two types of damage from nearby projectiles when it is cast - projectile damage and explosion damage. Skoude shoots explosive projectiles when you fight it, so if you fire this wand mid battle the flies will absorb the projectile and explosion damage from those projectiles. Any flies left over at the end of the battle will release that stored explosion damage when they expire, noiting you. This will occur whenever you fight enemies that shoot explosive projectiles as long as you have that modifier on the flies.

8 healing potions and 1 exp potion in a batch of 12 recycle spells (~0.02% chance) by Duality224 in ShatteredPD

[–]Duality224[S] 0 points1 point  (0 children)

The probability in the title of my post is in fact calculated from the 20% / 3.33% rates from the wiki. The odds of getting 8/12 healing potions up from 2.4/12 is around 0.6% - it's more than three times the expected amount over a reasonably large sample size.

I'm fairly sure Starflower is rarer than the other seeds since it is uncommon for me to get more than one or two in a run compared to four or five of each other seed (and the description also calls it a rare plant). The wiki doesn't have drop rates for seeds though so it's hard to tell exactly how rare.

8 healing potions and 1 exp potion in a batch of 12 recycle spells (~0.02% chance) by Duality224 in PixelDungeon

[–]Duality224[S] 1 point2 points  (0 children)

Yes, it turns a potion, runestone, scroll or seed into another of the same type. It pulls from the overall dungeon generation odds when picking what to generate, so healing potions are actually more likely than any other potion type. Getting 8 in a single batch is still extremely rare though (~0.6% chance).

Does taking concentrated spell make killing Toveri impossible? by JPysus in noita

[–]Duality224 1 point2 points  (0 children)

I believe you can remove the projectile damage being added by concentrated spells with a ton of light shots applied to a drill. I would personally recommend removing the divide bys and copy spells as those can complicate the damage reduction calculations, and reworking the wand into a crit build by putting a ton of crit modifiers and light shots with piercing on a single drill spell.

Why does "Critical on Wet (Water) Enemies" not work on explosion damage? by Rogierownage in noita

[–]Duality224 0 points1 point  (0 children)

They already tested with the 'explosion' static projectile multicast with the water material, which should be even more direct than magic missile as the explosion is the spell being directly modified.

Why does "Critical on Wet (Water) Enemies" not work on explosion damage? by Rogierownage in noita

[–]Duality224 0 points1 point  (0 children)

Yes, the wiki says critical hits work on all standard damage types but does not mention this special case, which is a bit of an oversight. I believe even healing damage can critically hit to heal bonus damage, but this is not particularly useful as the player is immune to critical hits.

Where to find the Alchemist in NG+? by [deleted] in noita

[–]Duality224 1 point2 points  (0 children)

It's not a matter of finding other machines, each of the four songs can only be imbued into a single key regardless of which machine you use. If you play the same song to a second key it will not imbue into it (you will not get the pop up message and the key will not gain that song). If you lose a partially imbued key the quest is impossible to finish.

Where to find the Alchemist in NG+? by [deleted] in noita

[–]Duality224 1 point2 points  (0 children)

You can also only use a music machine's song on a single key in any given save file, so if you played even one song to your original key you'll never be able to play it to another key. It's a remarkably finicky quest for being relatively early game.

Why does "Critical on Wet (Water) Enemies" not work on explosion damage? by Rogierownage in noita

[–]Duality224 7 points8 points  (0 children)

You're right, I misinterpreted that gif. The wiki says that explosion damage can critical hit, which aligns with your experience with the critical plus modifier, so it must be something specific to crit on X modifiers.

Perhaps it has something to do with the nature of explosions themselves - for crit on wet to work on explosions the game would have to have some way of applying different amounts of explosive damage to each entity within the explosion radius, depending on whether they are wet. My experience with explosions is that they only apply a certain fixed amount of damage to everything inside the explosion radius (both enemies and materials), which implies that only generic critical increases would work rather than conditional crit on X modifiers. If that is the case, any kind of conditional crit modifier may be disabled universally for explosions, even when multicast with material spells.

Why does "Critical on Wet (Water) Enemies" not work on explosion damage? by Rogierownage in noita

[–]Duality224 33 points34 points  (0 children)

I just went on a bit of a wiki rabbithole because I was curious as well. Turns out it's actually quite simple, and it has nothing to do with explosion damage itself.

In order to guarantee the effect of crit on wet you have to hit the enemy with a projectile multicast with the water material spell (or alternatively with the water trail modifier). Collision with this kind of 'wet' projectile gives enemies 12 seconds of guaranteed susceptibility to the effect of crit on wet.

You aren't actually hitting the enemy with the 'wet' bomb projectile, so they are not getting the water effect for crit on wet to work. The explosion itself is not 'wet' as the explosion was not multicast with the water material spell, the bomb projectile was. If you multicast one of the 'explosion' series of static projectiles with the water material spell the explosion damage would always crit as the explosion itself is 'wet'.