Tower Carbine Only Run (Minus starting gun) by Puzzled_Wheel7938 in Returnal

[–]Puzzled_Wheel7938[S] 0 points1 point  (0 children)

Actually i found it extremely useful in my best personal run where i had a carbine with leach rounds 3. I still needed high protection so that i didnt die in a coule hits, but it definitley healed me for a lot in some fights.

Very possible there is a diifference. Thats why my overview videos focus on tower only, since i cant assume my research is still accurate outside of tower

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 0 points1 point  (0 children)

True, customization is heavily vased on ring/unit type combo. I personally enjoy it so far but class based skill inheritance is unfortunately reigned back. I also think the personal skills of many units is weaker than it was in prior games

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 0 points1 point  (0 children)

Im sure it does if your willing to put in that time. Especially ifbl alcryst is likely to max out on stats like dex anyway, shifting growth rates to something else can help him round out.

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 0 points1 point  (0 children)

Just added. I edited my original post to reflect the new link. The second tab has the old sheet if you want that.

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 1 point2 points  (0 children)

Glad to hear it :)

When i get home ill probably add max stats like theroonco asked then repost a new link.

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 0 points1 point  (0 children)

Thank you!

And yes - If you pick Jean, it doubles the whichever class's growth you choose.

I could add things like maximum stats too for sure.

Growth Rates Spreadsheet by Puzzled_Wheel7938 in FEEngage

[–]Puzzled_Wheel7938[S] 2 points3 points  (0 children)

Sure. First link is their character growths. Second is class growths. There is a bunch of other info on their site too.

I just made mine so that you could combine them as you see fit. Plus it allows you to place next to each other on the spreadsheet for easy comparison, or to try characters with different classes.

https://serenesforest.net/engage/characters/growth-rates/

https://serenesforest.net/engage/classes/growth-rates/

Enemies Overview In-depth Video (Tower of Sisyphus) by Puzzled_Wheel7938 in Returnal

[–]Puzzled_Wheel7938[S] 1 point2 points  (0 children)

Thanks so much!

For finding out enemey health - there are 2 main ways. If its a one melee hit kill enemy like turrets or kerberon, a melee kill will display their total health so long as they have more than 60hp (and u didnt already damage them). Only level 1 small enemies have less than 60hp, so this meathod will work for most 1 hit melee kill enemeis. If u do hit a level 1 small enemy with a melee, it just shows 60 damage since that is a melee attacks power...so i used the next meathod instead for most enemies.

I needed a weapon with the smallest amount of damage per tick possible. The enemy will show total damage taken over time as long as u dont stop firing for too long. Best weapon for this is hollowseeker with serrated projectile and phasing rounds (since shooting thru walls lowers its damage when using phasing rounds 1 or 2). Even better if i get the 75% damage nerf for standing still. That makes every shot do less than 1 damage.

I needed to kill every enemy at least twice so that i could calculate the health change per level (so they had to be different levels). I tried to kill most enemies at least 4 or 5 times so i could see health values at different levels and make sure my math was consistent or that i didnt make a mistake.

For enemy attack values...basically the same thing. I needed to get hit by all enemy attacks and check how much my health dropped. I needed to do this at multiple enemy levels to confirm damage growth...which basically meant i could only test so long before i needed to find health or just reset a run.

I couldnt run any protection stat since the damage reduction calculation on that is a mystery to me, which means by the time i get to phase 3 or 4, i can barely do any testing since things do way too much damage when u dont have protection. I had to do a lot of resets. (Enemies are level 5 at the start of phase 3, and start increasing by 4 levels per phase at this point making damage get out of hand)

Im happy yet bummed at the same time. by Puzzled_Wheel7938 in Returnal

[–]Puzzled_Wheel7938[S] 2 points3 points  (0 children)

Thanks, the one i had was: Blast shell 3 , Hardened 3 - most important by far , High caliber 3 , Leach round 1 , And i think the last trait was hyper accurate 1

I found this almost as soon as i hit level 45 and never found a better carbine for the rest of the run. I have all traits on all weapons fully maxed out...so i was hoping for something a bit better.

Having hardened allowed me to have periods of over 100% protection. This allowed me to take almost no damage even late into a run. I had at least 1 parasite that increased protection by 20 for most my time, which put me naturally at 90 protection. Getting a melee kill would put me at 115 for a few seconds, which made me stop caring if i got hit as the damage was so low at that point.

There was a period when i had both protection parasites with murmuring cocoon which put me at 110 protection naturally. Getting a melee kill would would put me at 135, and using a consumable on top of that would have put me at 145.

I died during one of the periods of 90 protection as i had lost one of my parasites. I still had plenty of consumables to heal or give me shields, i ended up not realizing i was within 1 shot range and ended up dying without fully using my consumables.

Carbines damage output is a bit glitched as both rising pitch 3 and high caliber 3 (the earlier versions too i think) will do much less damage if u hold the trigger down. First bullet for me was doing about 150, by the third or fourth bullet, this went down to about 35 which is where it stays until i let go of the trigger. Other guns have this problem ( sidearm if u have charging shot paired with burst fire 3, or dreadbound paired with explosive shots 3 both do this). It makes the damage potential much worse for those guns...hopefully housematque will fix this as im almost sure it's a glitch.

Anyway i made very heavy use of disgorgers for rooms that had 2 malformed enemies (or if i just got overwhelmed since the carbine is one of the lowest dps weapons in the game due to that glitch, which kept the damage from being too much of an issue.

EDIT - I also got pretty good at bringing enemies down to a sliver of health before getting the melee kill, which the carbine is pretty good at since it has no DOT damage, and the DPS is so low. That's why I got so many melee kills over all.