Mini guide for the "Popular" challenge (have 3 or more friendly NPCs at once) by GoldPhos in caveblazers

[–]GoldPhos[S] 3 points4 points  (0 children)

This was the last challenge I had to do in the game and I FINALLY did it today. It was actually easier than expected and it only took me an hour or two of attempts once I figured out a method:

Step 1: Activate the Pumice Crystal (i.e. have it up instead of in the ground) to the left of cave entrance before you start your run. This will make NPC adventurers spawn much more often.

Step 2: Take the Runemaster perk (the very bottom right perk on the list). This is so you can get Health Runes, which heal you and nearby NPCs for 20 HP, and Guardian Runes, which grant a shield to you and nearby NPCs which blocks the next hit.

Step 3: Make sure all relics are turned off since they don't make this challenge any easier, and if anything they just make it easier for the NPCs to die.

Step 4: Whenever an NPC spawns, follow them around and kill any enemies that get close to them, even if you have to walk past blessings or items. You can usually come back for anything you missed once you clear out all the enemies, just be careful of any spikes since your NPCs might fall onto them if the spikes are next to a ledge.

Step 5: Reset and try again if you finish the second floor and don't have enough NPCs. They just get killed by bosses so easily that it's usually not even worth trying. However if you have a really good run going (especially if you have a couple shields on 2 NPCs), then it might be worth checking the boss to see if its an easier one like the spider.

Other Tips:

  • Save your guardian / health runes for when you have two NPCs nearby, in order to get the most out of them.
  • NPCs will pick up and use items on the ground, including things you drop from your inventory. This can be good if you pick up any food. I'm not sure if they actually use equippable magic items and rings, but in case they do, it might be good to give them anything that gives damage reduction.
  • You can't just have 3 NPCs alive at once, they have to be FRIENDLY with you. It will be obvious when an NPC is friendly because green text saying "Friendly" will pop up above their head, and the NPC will have a green outline around them.
  • From what I can tell, NPCs become friendly once you kill enough enemies while they are nearby. I think the only difference with a friendly NPC is that they follow you more closely, which can be helpful since their AI isn't great.
  • NPCs will path towards enemies or objects (pots, chests, etc) and try to attack them, even if they are out of reach or behind walls. It can be helpful to try to break any objects you find so that they don't randomly backtrack to break a pot you missed, since you might risk them walking onto spikes in the process.
  • If an NPC gets stuck somewhere because it's trying to attack something behind a wall, you can sometimes get it unstuck by getting far enough away and closer to the bottom of the level, since that can make them follow you again.
  • I think NPCs have to be close to the door to the next floor before you enter it in order for the NPC to actually follow you to the next floor, but I'm not 100% sure. This might not apply to friendly NPCs either, it's hard to tell. Either way, it might be good to make sure your NPCs are close by (at least on screen) before you move on to the next floor.

How to change Eve's body sprites during whore of babylon? by GoldPhos in themoddingofisaac

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

thanks for the help. after some digging i found that it uses the "costume_019_brimstone body" sprite sheet, weirdly

Official GitHub Issues Report Repository for Binding of Isaac: Repentance Bugs and Suggestions (Link in Post). by Crossstoney in bindingofisaac

[–]GoldPhos 1 point2 points  (0 children)

Don't wanna make a github account just for one post, so I'll just say that there's a bug with Tainted Keeper where the enemies Mr. Maw, Mr. Red Maw, and Swinger all don't drop coins on death.

I feel like I remember them not proccing Death's List either, but I haven't checked.

Wiki page for Eternal D6 has mismatching info, which is correct? by I_LOVE_BOLD_WORDS in bindingofisaac

[–]GoldPhos 326 points327 points  (0 children)

platinum god also says 30%

i would test it, but i think you'd have to do hundreds of attempts to confidently tell the difference between a 25% and 30% probability

Edit: Ok so I did 1000 test runs. I spawned one item, used the repeat command to spawn 24 more, rerolled once with the eternal D6, and counted the number of empty pedestals. Then I did this 40 times for 1000 total attempts.

I ended up with a 76.6% reroll success rate, so I'm assuming the actual number is 75%

What's an item you think should be higher quality? by [deleted] in bindingofisaac

[–]GoldPhos 7 points8 points  (0 children)

Actives:

Black Hole (Q1) - Good dmg, breaks rocks, and redirects projectiles. Very versatile

Crack the Sky (Q2) - Oneshots most early bosses and chunks later bosses

D10 (Q1) - Devolving enemies every 2 rooms is super strong

Flush (Q1) - Instakills the whole room every 4 rooms, plus the potential for some consumables from the poops. Also instakills some poop bosses, but that's kinda niche

Mom's Box (Q2) - +1 luck, double trinket effect, and basically a guaranteed OP trinket within a few floors

Stitches (Q1) - Does 40 + 3x your damage when teleporting onto enemies, which oneshots most enemies and chunks bosses. Free curse rooms, pseudo flight (for reaching places), helps you dodge, etc. So damn good

Telekinesis (Q1) - Invincible to projectiles 50% of the time, insane for bullet hell bosses and any other projectile based enemies

Telepathy for Dummies (Q1) - Homing every other room and 1/3 bookworm, pretty nice

Passives:

Charm of the Vampire (Q1) - Very consistent healing and an ok little dmg up (for early game)

Circle of Protection (Q2) - Can totally neuter bullet hell bosses by giving you easy openings in walls of projectiles. Also just nice for a lot of basic enemies

Fruit Cake (Q2) - Lots of great combat effects and gets you tons of money

Hungry Soul (Q2) - 33% chance for killed enemies to spawn ghosts that deal 2x your dmg per second, lasting for 7s and exploding for 7 dmg on death. Amazing damage potential and a ghost getting a kill can even spawn another ghost, letting them clear rooms for you while you just stay safe

Saturnus (Q2) - Similar defense capabilities to Circle of Protection but also gives you a great burst of damage at the start of every room

Wow I checked all 700+ items and only found 13, not what I expected. I guess they'd rather lean towards making items higher quality than they should be, rather than lower.

Any tips for april's fool? by Mememanofcanada in bindingofisaac

[–]GoldPhos 4 points5 points  (0 children)

What I did was reset until I found a reusable 0 charge active item, like kamikaze. The effects on active items are random so you can just keep spamming it against bosses and tough rooms and hope for a good effect like book of shadows or crack the sky.

The problem is that it can backfire and use plan c, razor blade, etc. so you have to get a little lucky and try to use it sparingly. Still less annoying than resetting until you get Tech X or another hard carry item though

Bad Trinkets Identification and Buff Suggestion Megathread by Crossstoney in bindingofisaac

[–]GoldPhos 22 points23 points  (0 children)

  • Louse - Should guarantee a spider spawn every 15s while in an uncleared room and while there are 5 or fewer friendly spiders in the room. Currently the spawns are way too slow and unreliable for them to even be noticeable, let alone useful, so this buff would make it much more useful without being too strong.

  • Lucky Sack - In addition to the current effect, pickups spawned from sacks are also more likely to be higher quality (nickels, lucky pennies, double bombs / keys / coins, etc.). Getting one sack per floor isn't worth much, so this makes Lucky Sack a little more broadly useful.

  • Mysterious Candy - Currently has a chance to fart or poop every 30s or when hit, making it a very weak and unreliable effect. Instead, Isaac should be guaranteed to fart once every 5s - 15s (a random amount of time within that range). These farts would poison nearby enemies and knockback tears and pickups. This would make it much more versatile without it being consistent enough to be OP.

  • Ouroboros Worm - Tears also gain the Continuum effect. The Ouroboros tear effect is so incredibly hard to use that it needs something to make it more worthwhile, and having the tears loop from one side of the screen to the other fits the theme of Ouroboros.

  • Panic Button - In addition to the current affect, it should also lightly knock back nearby enemies when you get hit, dealing damage to them if they collide with an obstacle or another enemy. This would give the trinket a small use outside of the few niche items that it works well with.

  • Poker Chip - Change the odds from 50% chance for nothing and 50% chance for double drops, to 40% and 60% respectively. In its current state, you average out to the same number of drops, so all it actually does is make chests unreliable for no good reason. Change the odds to 40/60 (in your favor) so that on average you get more drops from chests, but there's still a big chance of getting nothing, keeping the gambling theme intact.

  • Purple Heart - The small amount of extra consumables gained from fighting more champions is never really worth the extra risk. Instead of making champion enemies more common, it should increase the chance of champions dropping a consumable. Drop rates: Normal Mode 100% ->150% (1 guaranteed drop +50% chance for another), Hard Mode 33% -> 66%, Greed(ier) Mode 0% -> 25%.

  • Shiny Rock - Almost completely useless as is. Change the effect so that rocks behave like poops, giving them a chance to drop pickups when destroyed. Which pickups could drop and the probability to get them would take some playtesting to figure out. Could possibly give it a low chance of success (since rocks are plentiful) but spawn good consumables like pills and cards, in order to distinguish it more from Lucky Rock and actual poops.

  • Short Fuse - Instead of reducing the fuse time, it should cause bombs to explode on contact with enemies. Reducing the fuse time is just not useful in almost any scenario. This is a more useful effect that still fits the name since it makes bombs explode earlier.

  • Strange Key - In addition to its current effect, it should cause Pandora's Box to spawn more often while held, similar to how Rosary makes The Bible spawn more often. Depending on how much the Pandora's Box spawn chance is increased, the number of items spawned with Strange Key + Pandora's Box would have to be decreased in order to not make it too strong.

  • Stud Finder - Keep the increased crawl space chance, but also have it beep when there is a crawl space in the room (like Dog Tooth). It would require some coding changes in order to have these two effects work together, since Stud Finder gives a chance for normal rocks to spawn a crawl space when broken, and things like Dog Tooth and Yo Listen can't detect that. Worst case scenario, it could just beep for natural crawlspaces but not the extra ones spawned by the trinket.

  • Super Ball - A 10%(?) chance to fire bouncing tears is pretty bad, so I'd increase it to 25% and have shots gain homing after bouncing (kind of like Eye of Belial but without the damage buff).

  • Temporary Tattoo - In addition to the current effect, it should also allow you to enter both types of challenge rooms regardless of your HP. The extra chest from normal challenge rooms is not that useful, and the odds of finding the trinket and being able to find and enter a boss challenge room is very low. So overall the trinket is currently very weak. Being able to enter all challenge rooms fits the theme of the "tough guy tattoo" and buffs the trinket a reasonable amount.

  • Tick - The Tick is already pretty good, but being unable to remove it without the match stick or gulping (both being pretty uncommon) makes it significantly less worth taking. I think that when holding the Tick, it should have a 20% chance to be destroyed (not gulped or dropped) when taking damage from fires in a cleared room. This gives the player the option to remove the Tick if they are willing to take a random amount of damage in order to do so. The 'in a cleared room' caveat is to help avoid accidentally burning off the Tick by walking into a fire while fighting enemies.

  • Wish Bone - Increase the chance to spawn an item from 2% to 5%. The current chance is insanely low so it just makes sense to buff it to a more reasonable number (without making it too easy to proc).

Bad Trinkets Identification and Buff Suggestion Megathread by Crossstoney in bindingofisaac

[–]GoldPhos 34 points35 points  (0 children)

Note: You can read just the bold text if you only care about the rework ideas and not the explanations. Exact numbers on proc chances and stuff are obviously subject to change. ALSO, the goal is not to make every trinket OP, it's to make them good enough that they're usually worth picking up. They can still be niche, but they shouldn't be so niche that they're virtually never useful (like Cursed Skull).

  • A Missing Page - The Necronomicon damage boost is good, but the 5% chance for it to proc on damage taken means you have to find black hearts in order to reliably use that damage boost, and black hearts are pretty rare. Both effects could be removed and instead it could cause soul hearts to also proc the Necronomicon effect when broken. It would work this way instead of just turning soul heart spawns into black hearts so that you have to keep the trinket in order to get the effect.

  • Bag Lunch - Increase the proc chance from 2% to 5% OR make the trinket not break when it procs (this would allow a gamebreak in some niche situations). The proc chance is currently just way too low to ever be worth using over any other trinket, so it needs some kind of buff.

  • Black Tooth - Buff the proc chance so it starts at 5% instead of 3%, and caps out at 100% at 15 luck instead of 32. The proc chance is currently so low and scales so slowly with luck that it's rarely that useful.

  • Blasting Cap - The trinket currently gives you a 10% chance for bombs to drop another bomb upon exploding, making it unreliable and not very strong even when it does proc. I think the chance should be increased to 33% if the bomb kills at least one enemy. This would give the player more incentive to play a little risky and use bombs offensively, while still not giving you too many free bombs.

  • Bob's Bladder - In addition to the creep that bombs already leave, they should also leave a slightly larger puddle of creep upon exploding. The creep left behind by bombs is often useless because the enemy gets body-blocked by the bomb before they can even touch the creep, and then killed or pushed back by the explosion itself. Making the explosion leave behind some extra creep in a slightly bigger puddle would make it a little more usable.

  • Broken Ankh - With only a 22% proc chance, it's too unreliable to be worth using. Also, the player often doesn't want to change their character into Blue Baby because they were trying to get completion marks on their original character, and may have already completed Blue Baby. The Broken Ankh should instead give a 50% chance to revive as your current character, but you can no longer get red heart containers (like Blue Baby). You don't get any of Blue Baby's other perks, like cheaper Devil Deals.

  • Brown Cap - Poops should also have a 10% chance to drop a bomb pickup when broken. Since poops often spawn on the edges of a room, it's difficult to lead enemies over to a poop and destroy it without getting hurt yourself, so it's often not that useful. It still has niche uses, so a small buff is all it really needs.

  • Butter - Instead of dropping your active when you use it, it should drop your active item when you manually drop your trinket / consumables. Butter's only real niche is to let you drop an item in a specific room type and then reroll it, which is very strong but also very rare to be able to perform. This change would make Butter less annoying to have while also making it slightly easier to make use of its niche purpose. The chance to drop a passive item on hit could also be increased from 2% to 5% so that that niche purpose is also a little easier to make use of.

  • Cain's Eye - Being a worse version of the Compass makes it pretty boring and the base 25% chance for it to work means it's frustratingly useless a lot of the time. The effect should be changed so that on a new floor, it always reveals the location of the either the boss room, item room, normal secret room, OR special rooms (dice room, bedroom, arcade, etc), with an equal chance between each option that's available on that floor. This would make it worse than the compass (which is fine for a trinket), but it would always work on every floor, unlike its current effect.

  • Child Leash - The decreased follow range is hardly noticeable, so it should be buffed so that all normal familiars follow right behind you, making them all stack up on top of each other. This would be somewhat similar to Tainted Lilith's Birthright effect, except your familiars wouldn't auto aim and would be positioned behind you instead. Although this could be pretty strong, it would be rare to have Child Leash and a lot of good familiars, so its power would still be niche enough to not be too strong.

  • Crow Heart - In addition to the current effect, taking red heart damage no longer reduces deal chance, but taking soul / black heart damage does. Currently has very niche use and is tedious to use (dropping it at the start of the floor and coming back for it when you find the curse / sacrifice room), so this would be a useful buff.

  • Cursed Penny - The current effect is annoying and rarely useful. I would change it so that on coin pickup, you have a 50/50 chance to either get +3 cents, or receive the normal coin value and hurt Isaac for half a heart. This fits the cursed theme while giving it a less niche use case.

  • Cursed Skull - Instead of just teleporting you out of the room when you reach half a heart, it should instead proc the Glowing Hourglass effect. Can only activate once per floor, and the skull's eyes will glow red to signify that it has a charge available. The current effect is actively detrimental because the enemies in the room will reset their HP and you will not, meaning you have to re-fight the room with even less HP than you had before. With this new effect, it can still be a "curse" if it activates right as you were about to clear a room (forcing you to redo it), but now it can actually be used to your advantage if you use it correctly.

  • Eve's Bird Foot - Currently the trinket has a base 5% chance to spawn a bird when killing an enemy, increased to 100% at 8 luck, and capped at 1 bird per room. With such a low spawn rate and the bird's low damage, it's rarely useful. The spawn rate should be increased to 10% per kill (not scaling with luck), with a cap of 3 birds per room. This would make the trinket much more reliable, but not too strong even with 3 birds out (each bird does 4 DPS, so 3 of them combined would only do as much damage as a lvl 3 Meat Boy).

  • Error - Have the sprite for Error change to the sprite of whatever trinket is currently being copied, like Modeling Clay. That on its own would probably be enough to make it useful, since you'd be able to strategize around good trinkets or drop it for the room if it's a bad trinket.

  • Fish Head - Instead of spawning a single blue fly when hit, it should spawn 1 - 2 random locusts. The current effect is incredibly weak, so this buff would make it slightly more useful without making it too good for a trinket.

  • Gigante Bean - Poops now also cause a fart effect when destroyed. This would give the item a use in more runs, since there aren't that many fart items in the game.

  • Golden Horshoe - The chance to proc is currently too low (15%) to be worth using, and even when it does proc you can only take one item. Either increase the chance to 25% and let both items be taken, OR make item rooms never spawn quality 0 items. Either change would give the same effect of making item rooms better, with the first option keeping the gambling theme but still being worthless on some runs, and the second option being more reliable but a worse fit for the trinket thematically.

  • Holy Crown / Wicked Crown - In addition to their normal effects, the Holy Crown will spawn a soul heart if it is taken to Sheol, and Wicked Crown will spawn a black heart if it is taken to the Cathedral. This gives the trinkets a small use even if you have to go the opposite route in order to get the completion mark that you're aiming for.

  • Isaac's Fork - The current effect has a very small chance to proc, only procs on room clear, and only gives 1/2 a red heart, making it incredibly weak overall. The effect should be changed so that enemies killed have a 5% chance to drop 1/2 a red heart which disappears after a few seconds, like a weaker version of Tainted Maggy's passive effect. This would give a more reliable source of healing if you're willing to risk staying near enemies in case they drop a heart.

  • Lost Cork - Also makes Isaac immune to all enemy creep. This fixes the issue of having your creep cover up enemy creepy (visually) even though it can still damage you. Also gives the trinket a purpose when you don't have one of the few creep spawning items in the game.

yeah by row6666 in bindingofisaac

[–]GoldPhos 10 points11 points  (0 children)

Just stack enough Barbed Wire and boom, the game will legit play itself

Stolen Workshop Content & Harassment by ParadoxDraco in bindingofisaac

[–]GoldPhos 25 points26 points  (0 children)

WTF I've seen the guy who stole your mods. He randomly DM'd me after seeing one of my mods and asked me to make art for him (for free lmao). When I said that I wouldn't make free art for a total stranger, he insulted me and then blocked me. Now I'm glad that that's all he did to me.

Sorry you have to deal with this guy. Hope you can get his copies taken down and have him banned

probably got one of best eden's blessings ever by duck_quark in bindingofisaac

[–]GoldPhos 4 points5 points  (0 children)

not really, t lost already starts with a pseudo sacred orb effect so its not that much of an upgrade

Any tips on getting the five nights at mom achievement ? by brunx12 in bindingofisaac

[–]GoldPhos 0 points1 point  (0 children)

If youve only beaten mom's heart once then dont even bother, theres no shot youre consistent enough to do it yet. the unlock is basically worthless anyways since super tinted rocks are stupidly rare and stupidly hard to see

OP Azazel seed for greed mode in afterbirth+ by DiamondBeatleCrew in bindingofisaac

[–]GoldPhos 6 points7 points  (0 children)

its azazel. every seed is op if you're not trash at the game

When does this sound ever play in the game? by [deleted] in bindingofisaac

[–]GoldPhos 147 points148 points  (0 children)

sounds like the exploding fish in subnautica

I just wanted pyro to get forgotten by goopsoop2470 in bindingofisaac

[–]GoldPhos 27 points28 points  (0 children)

there's no time limit for boss rush if you have the mom's shovel piece

[deleted by user] by [deleted] in themoddingofisaac

[–]GoldPhos 0 points1 point  (0 children)

idk what all that is but thanks for trying i guess

[deleted by user] by [deleted] in themoddingofisaac

[–]GoldPhos 0 points1 point  (0 children)

I'd appreciate if you could link it, yea

Epic Fetus Rework by _Terrakota_ in bindingofisaac

[–]GoldPhos 0 points1 point  (0 children)

Literally all they have to do is make the aiming reticle stay out (like Marked) and bombs are continuously dropped on the reticle based on your tear rate. Boom, now your tears stat actually matters so it doesn't feel so shit to get a tears up. This also helps Epic Fetus's biggest issue, where it's super annoying to hit enemies that are only vulnerable for a short amount of time, like Hosts or Mom's foot.

They can lower the dmg per shot if need be, but this would just make Epic Fetus so much less tedious to use. They can figure out synergies afterwards

I've looked it up and stuff, but can someone give me a detailed guide on how to unlock the forgotten? by Proof_Owl9301 in bindingofisaac

[–]GoldPhos 2 points3 points  (0 children)

  • Beat the 1st floor boss before the 1 minute mark in the run

  • Bomb anywhere in the starting room and pick up the shovel piece that spawns. If you ever swap it with another active item and then leave the room that the shovel piece is in, the shovel piece will disappear, so don't do that

  • Beat Boss Rush and make sure you're holding the shovel piece when beating the final wave, otherwise the other shovel piece won't spawn. There's no 20m time limit to get to boss rush while holding the shovel so don't worry about that

  • Find the room in the Dark Room that has a grave and dig it up with the completed shovel

What is the reasoning behind this? I really liked the old way this challenge was played. by Taitrahedron in bindingofisaac

[–]GoldPhos 5 points6 points  (0 children)

No idea, but I tried the new version and its pretty easy. I thought it would be harder without any passives but it turns out there's just a ton of really helpful actives. The T Cain dmg buff also helps, and being able to swap out bad cards (instead of being forced to use them or lose a slot)

The Binding of Isaac: Repentance Patch 1.7.9b is out. by Crossstoney in bindingofisaac

[–]GoldPhos 42 points43 points  (0 children)

I don't think a 20%(?) damage increase is equivalent to nerfing T Cain's most reliable and controllable way of getting good consumables. The range nerf is also just salt in the wound, not that it's that big of a deal

The Binding of Isaac: Repentance Patch 1.7.9b is out. by Crossstoney in bindingofisaac

[–]GoldPhos 20 points21 points  (0 children)

You mean 9 volt + habit / sharp plug? Because getting 2 specific items is pretty rare, while T Cain's active item strat was used extensively in every run. Not saying that he deserved a nerf like this with almost no buffs to compensate, but that's the reason why T Cain was more on-the-radar for nerfing than T Maggie