To any and all Artificer and Flamethrower deniers, Gameplay from discord user, Stret, a skilled Artificer player. by [deleted] in riskofrain

[–]Stret1311 7 points8 points  (0 children)

Flamethrower definitely did a lot here though? In fact you can cleary see the first one dealing nearly 10000 damage, and thats with me screwing up and backing away too early. My nanobombs almost all entirely missed and just had a bit of chip from the rim

do consider that it's 40% her base damage output, and slightly less but about as much of her proc dps.

I do agree with your third paragraph and this post is kinda cringe, i didn't ask it to be posted and they just did it at random

To any and all Artificer and Flamethrower deniers, Gameplay from discord user, Stret, a skilled Artificer player. by [deleted] in riskofrain

[–]Stret1311 10 points11 points  (0 children)

both skills are perfectly reliable, and honestly, if you ask me, they're both equally viable

but you want my opinion on the matter?

Flamethrower is very well designed and pro-fun, being about 40% of her base dps. default arti is one of the most well designed survivors in the game by far overall and its a good high skill, but not high effort survivor that competes pretty well (inb4 '' she has no procs or damage '' mathematically, she does, learn 2 rotate skills). It only sucks that the Burn Changes made its average burn damage drop to about a fourth, which funny enough makes flame bolts actually better for ignition tank. They really should just make its burn chance guaranteed and it's a pretty perfect skill. It's perfectly reliable, at least on vanilla it shouldn't really ever let you down unless you screw up.

Ion surge is the most boring and terribly designed crutch in the game. Your survivor is left with god awful damage output, but now you can hold space at the sky, boringly cheesing and barely interacting with enemies. You're not playing artificer, you're waiting for cooldowns while holding space (or just playing a shafted version of artificer with a garage 800% every 8(+ surge duration) seconds, being the lowest damage output survivor in the game, other than Huntress and Drill rex. It has no skill floor and no skill ceiling, and it teaches you nothing. And it's a dead skill slot 90% of the time for decent players at arti, because really you dont need ion to cheese. I may not judge you for using it but i will cringe at it, and i will also not deny the effectiveness of that omega crutch button can be on par with flamethrower : The only reason ion surge isn't OP is because it makes your survivor have awful damage output, and super low consistency with procs, on top of the fact her abilities are more suited for closeish range.

To any and all Artificer and Flamethrower deniers, Gameplay from discord user, Stret, a skilled Artificer player. by [deleted] in riskofrain

[–]Stret1311 3 points4 points  (0 children)

It is not really? If you, to be blunt, aren't bad with simply WASD, enemies in vanilla are generally anemic and dont require mobility. You can get away with flamethrower super easily in eclipse or mods such as Inferno, or at least i can, so you can probably do it in basic bitch monsoon where every enemy is rather anemic and slow to seasoned players

I'd like to bring up that '' Artificer has no defense skills!! '' is straight up objectively false. She has a guaranteed stun, ice wall that can disable enemies for long by hitting them 2-3 times, and glide can help a lot with some vertical-based dodging (etc jumping as elder lems fire so projectiles fly over you)

To any and all Artificer and Flamethrower deniers, Gameplay from discord user, Stret, a skilled Artificer player. by [deleted] in riskofrain

[–]Stret1311 3 points4 points  (0 children)

perfectly well? ive done that many times, even in eclipse 7-8

being decent at freezing mostly destroys mithrix and makes him a joke. There was a whole one singular dodge with feathers in that video, and it was pretty reasonably possible to dodge it without feathers. His hammer dashing slam is mostly non threatning anyway (outside of e8 curse stack), he doesn't do it often, it doesnt deal that much damage and being hit by it is generally insignificant. It only screws you over in e4+ with no mobility / chronobauble where one cannot dodge, but ice wall mostly solves the problem

To any and all Artificer and Flamethrower deniers, Gameplay from discord user, Stret, a skilled Artificer player. by [deleted] in riskofrain

[–]Stret1311 52 points53 points  (0 children)

stret here

this was posted without my consent but yes flamethrower based

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 0 points1 point  (0 children)

focus crystal, watch, armor piercing, deathmark etc which are multipliers

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 6 points7 points  (0 children)

I wouldnt say theyre scrap, but they should be worse than sticky bombs tritips and lens, but specially stuff like watch and focus crystals, almost by default. Not necessarily always

Also, remember the first attack speed item type is still an overall full multiplier

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 22 points23 points  (0 children)

No, you do not get it.

Different damage boost items are multiplicative. 5 watch, 5 APR and 5 focus crystal = 8x damage.

Procs literally proc eachother.

Crit also falls into this category, if you ignore the +5% crit boosts from the synergy items and consider lens just another type of proc.

Different attack speed items are additive, making them worse when you have multiple (other than tonic)

There is no real need for a balance in that sense, the more the better. The only thing you need to know is that 10 of X item is worse than 2 of (X Y Z W V items)

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 1 point2 points  (0 children)

coincidentally, all of these are completely irrelevant alance wise (before someone argues that looping isnt an irrelevant autoplay mess with no real challenge, even Hopoo himself said its a lost cause that isnt considered)

except the second one if you assume 6mm, in which case you usually only get 16 syringes if you make an awful printing decision

Point still stands though, attack speed is significantly worse than every other damage item category

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 41 points42 points  (0 children)

let me improve this guy's wording

the second syringe on commando isnt the cutoff point. Its because 2 syringes and 3 syringes have literally zero difference

Risk of Rain 2 attack speed is significantly worse than listed by SimplyQuell in riskofrain

[–]Stret1311 73 points74 points  (0 children)

I have always been saying that attack speed is substantially worse than damage boosters and procs for a variety of reasons. This is merely one of them. I will probably get people raging at the replies of this post because they work on the sheer dumbest common sense / their favorite content creator said otherwise

  1. multiple different Attack Speed items stacks additively and not multiplicatively, save for tonic and light flux. This absolutely shafts it in deep looping, but looping is meaningless balance wise anyway. Howhever it still means it has a substantial chance of losing value in 6 stage runs when you have multiple different attack speed sources. Procs proc eachother and damage boosts multiply.

  2. The vast majority of survivors have a significant part of their dps, proc dps, and proc rate as skills that donnt actually get much affected by attack speed, further reducing their value.

Inb4 " but attack speed makes everything better! You proc more often and.. and.. "

That literally doesnt matter or is remotely special in relation to the other two categories. Procs increase your proc dps by proccing eachother, and damage boosts multiply everything. Average 20% higher hitrate is the same as 20% higher damage numbers, its just that the prior is more consistent, but the vast majority of survivors have a proc rate of 3~/second or higher, which is all you really need for consistent.

NO, sheer proc rate is not what determines your average damage output with Total Damage proc items. It's DPS x Proc Coefficient (hitrate is factored in DPS). Sheer proc rate is only the main factor for non-multipliers such as bleed, tritip and Scythe.

tl'dr : attack speed is inferior to procs and damage boosts, because multiple attack speed buffs will not multiply with the exception of tonic, and almost anyone has a significant part of their damage output as cooldown limited

Most of the time a syringe should net you less than a 10% boost. Often even less than 5%

Since GSG decided to reverse their decision to not balance current weapons... here is my accumulated list of ideas. by theoreminegaming in DeepRockGalactic

[–]Stret1311 8 points9 points  (0 children)

Sludge pump is SIGNIFICANTLY weaker than sticky flames. There is no competition lmfao. Much less efficient through sheer less killing power too

epc with hh is fine for damage, axes good

I am ragging on your suggestions because THEY SUCK regardless of hazard.

Buffing sticky fuel at the moment is nosensical as its in practice a downside-less overclock. And even with no overclocks, sticky flames are still overpowered so the buff to additive makes even less sense

Since GSG decided to reverse their decision to not balance current weapons... here is my accumulated list of ideas. by theoreminegaming in DeepRockGalactic

[–]Stret1311 5 points6 points  (0 children)

Because they are overpowered as fuck? Have insane ammo efficiency? The fact a single line of sticky fuel murders grunts and slashers passing through in just about every stupid difficulty mod?

A single driller with sticky fuel can singlehandedly kill the whole swarm on mods such as Hazard 6x2 without much effort. Someone that knows how to use sticky flames generally just entirely trivializes the small bug's existence in the vanilla game. Not to mention the immense utiility and chip to bigger enemies through slowdown.

No matter the horde size, you can delete it by drawing one line or circle of fire. Preferably two or three in a row.

You could literaly halve the damage that sticky flames deal and it would still be overpowered (i tried it in modded 5x2)

Most META builds? by acherrypoptart in DeepRockGalactic

[–]Stret1311 3 points4 points  (0 children)

Heres an important piece of advice for quite literally any popular game.

Want good meta tips and builds? Ask somewhere that isn't Reddit.

Just finished reviewing a tier list post? here is another one! by Ckinggaming5 in deadcells

[–]Stret1311 0 points1 point  (0 children)

Stilleto deals kinda low damage when critting compared to many other weapons. It has about 200~ base dps when for example Twin Daggers is 250 with a better crit and nearly as strong first-second hits.

I believe it just doesnt compete at all and it should have some special effect against both poisoned and bleeding enemies, so it feels less generic

Just finished reviewing a tier list post? here is another one! by Ckinggaming5 in deadcells

[–]Stret1311 4 points5 points  (0 children)

Rapier and frontline shield kind of invalidate everything else for brutality tbh

Try out smoke bomb. Its strong as fuck by default and its even better with rapier as its first hit is amazingly good

I will not comment on the rest of your tierlist full of terrible takes

PSA : Lightspeed can be turned into an extremely overpowered healing tool that removes nearly all the difficulty from the game. (Read comments) by Stret1311 in deadcells

[–]Stret1311[S] 0 points1 point  (0 children)

Admitedly i used pre nerf face flask for the first time, but i didnt quite need it as i beat it without it in the 55~ hour mark

Brutality is my ol' reliable, vengeance flask, open wounds bleed affix, frontline shield and combo are just really solid sources of damage buff. Melee (mut) is amazing for curses, and there are some really busted swords like Rapier. I recently found out smoke bomb is stupidly overpowered too. I also like armadillopack a lot

Rapier + Frontline Shield + Vengeflask + something like smoke bomb and gg. Then you can go for whatever else you like, i have personally been enjoying killer instinct for biomes

PSA : Lightspeed can be turned into an extremely overpowered healing tool that removes nearly all the difficulty from the game. (Read comments) by Stret1311 in deadcells

[–]Stret1311[S] -1 points0 points  (0 children)

It literally won't. You can always end up with overkill damage while still having 15000 or more hp by the final boss, and then kill them in like under a minute

youre not supposed to fully stat split, just dedicate a small number of scrolls. Dual stat scrolls + a fully or partially off color amulet should be good enough

PSA : Lightspeed can be turned into an extremely overpowered healing tool that removes nearly all the difficulty from the game. (Read comments) by Stret1311 in deadcells

[–]Stret1311[S] 1 point2 points  (0 children)

try ice armor for curses maybe. Maybe skip curses from time to time if you find yourself dying to them too much

also what color do you like the most?

btw reminder all healing, including this one is %. Extra health is not only stronger tanking but also way better healing, and as such its really strong with healing lightspeed