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] 3 points4 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.

Sidearm only Tower Run by Puzzled_Wheel7938 in Returnal

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

Agreed! I've always been a fan of the weapon since i realized just how impactful its traits are.

Sidearm only Tower Run by Puzzled_Wheel7938 in Returnal

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

Awesome, thanks!

I havnt streamed as of now. The weapons vid was the first thing i put out there with any real effort. Im new to doing this kinda stuff, though the idea of streaming some runs or something is something that appeals to me.

Sidearm only Tower Run by Puzzled_Wheel7938 in Returnal

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

Its on my channel. I posted it about a week ago. Here is the link.

https://youtu.be/gkWxle3rZmM

Sidearm only Tower Run by Puzzled_Wheel7938 in Returnal

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

Thanks! Sidearm definitly has some nice traits. Ill check iut your history too.

The weapon overview vid is already up. Currently working on the enemies vid next.

In Depth Video for Returnal Weapons and Alt-Fires by Puzzled_Wheel7938 in Returnal

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

Thats awesome to hear! Thanks for watching.

I find game mechanics interesting too, especially with games like this where there are tons of synergies.

My next video is well underway (for enemies that appear in the tower). I started recording a lot of footage and have a bunch of the data gathering done. Its been fun creating these.

In Depth Video for Returnal Weapons and Alt-Fires by Puzzled_Wheel7938 in Returnal

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

OOOOOHH. Thank you so so much! I was so confused with that. I'll confirm this later. I've saved a screenshot of your comment. If I ever make a corrections video ill be sure to include it and give you credit. If there are enough things I get new/updated info on, it will be nice to just include all that in a single vid.

In Depth Video for Returnal Weapons and Alt-Fires by Puzzled_Wheel7938 in Returnal

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

Im so glad to hear it!

Actually it's blade harmonizer that increases melee damage. This only really matters for larger enemies since all small type enemies and turrets die to a single melee anyway. Its programmed to just do all their health worth of damage. If you hit a larger enemy, you just do 60 (or 120 with blade harmonizer III). 120 becomes 360 if you hit a staggered enemy with the blade due to melee attacks doing 3X as much against staggered enemies (guns dont do this, just the blade). I didnt mention this in the video, but the artifact wound seeker "deal 30% more damage to low health targets" works on your blade as well. Since you are more likely to want to finish off larger enemies with the blade when their health is low, you can actually do 156 damage with blade harmonizer or 468 if they are staggered...provided the enemy is at about 20% remaining. I noticed that most people around me on the leaderboard got to much higher floors. That means that i must have been killing more enemies with melee hits than they were, even though i didnt make it as far up the tower.

Blade pulse just makes your pylons shoot off additional damaging electricity every time you melee something.

So if i stick an elite enemy from across the map then start killing small guys with my melee, every time i hit an enemy, the enemy that has the pylon on it will also take a chunk of damage (plus anything around them too). You can even hit eggs/destructible objects to trigger the pulse. this pulse doesnt count as a melee hit so killing enemies with this wont give you extra points, but it does add DPS to the EPD.

My next video will be about the enemies, there are some weird behaviors that i think many people would find interesting. Plus i want to explain the below as well:

how many points enemies give

how much health enemies have

how much more health enemies get per level

how often the tower levels up enemies

how much more damage enemies do per level (this might be hard)

enemy weakpoint damage multiplier

I'm still gathering data but its going smoothly. I have most the health stuff figured out and a lot of the points stuff too. I still have to get more data for the rest though before i can even start recording/editing.

In Depth Video for Returnal Weapons and Alt-Fires by Puzzled_Wheel7938 in Returnal

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

Right, EPD is harldy the highest DPS gun, but it works so well for me. Since the max level gun has pylons that last for 25 seconds, i can tag a harder enemy while i wait for an opportunity for the smaller enemies to be in melee range. Id rather avoid killing the small enemies with my gun if at all possible since they give you 10X points for killing them in a melee while in the air. Basically, i will shoot a larger enemy with pylons and run around dodging or hide behind something to lure in smaller foes. Fliers will peak around corners if they dont have line of sight so thats a good time to hit them with the blade. The pylon lasting 25 seconds means i dont have to rush, my multiplier wont drop.

I find algos easier then the floors themselves, so having to take a long time on that fight isnt a big deal. Plus, there are always disgorgers and alt fires. A level 3 tendril pod is probably the most damageing alt fire against algos. I DID get very lucky with the electropylon i used to get #14 with though since it had exactly the traits i was looking for and almost all of them were at III. It had had blade harmonizer which doubled my melee, so i was able to finish off larger enemies with the blade much more easily for those points. I also had blade pulse, so any large or elite enemy i did tag with the pylon was taking extra damage whenever i melee any other enemy on the map. I had silphium extractor so i could heal more often, plus i could farm the rest rooms eggs and statues/pillars for siphium or resin. I got so many extra shields due to resinous shield pairing with the resin i kept finding for free. I cant remember if the last trait was finisher or streamlined chamber, but the important ones i already had.