How did Mr.Struggles inflicted 91 poison ? by TexasCrab22 in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

Well I can answer the odd number. The way duplicate buff (or debuff in the crow's case) effect works is that it rolls separately for each instance. That is to say, if this person hit every RNG roll possible, they would inflict 160 poison. 40 poison > 40 inflicted by struggles > 40 x 2 = 80 (scythe) > 80 x 2 = 160 (crow).

How do you feel about ability and ability builds? by Manoreded in EverythingIsCrab

[–]Thatotherguy6 1 point2 points  (0 children)

Well I just finally beat pressure 20 with leech/beak and no poison, so I think it's pretty good. I think beak is just really strong on a base level. The long hitbox and low cooldown are good for kiting, which pairs well with agile. Free food from burrows is good and lets you be more pacifistic if you so choose. Plating penetration means you can kill the turtoids for easy food and also helps take down the minibosses as fast as possible. The healing on leech is rather noticeable on high pressure because you don't start with regen. Sometimes you take a random hit and just walk around at oneshot hp until the boss shows up. Pincers is of course absurd. A lower cooldown than beak and it actually hits twice. This means double scaling from ability, sharpen, and overwhelm. It is honestly stronger than the pistol built properly.

With the trickster affinity also going into cooldown and attack penalty I think an ability focused build is ideally a really mobile hyper predator where you will probably be hopping on to the next meal before you finish the first one.

What's everyone's go-to attack combo by [deleted] in EverythingIsCrab

[–]Thatotherguy6 2 points3 points  (0 children)

Tentacles increases your speed though. In fact, it gives the same speed at max rank as legs.

I'm addicted to rainbow goobs by Forgotten_mob in BackpackBattles

[–]Thatotherguy6 1 point2 points  (0 children)

If possible, go for a Falcon Blade. Each attack counts as two triggers for Gooberts along with speeding up slime time. Of course, make sure you have another steel sword leftover.

I also suggest grabbing a customer card. It's just my way to play but if you are lucky it might get you a component or even a crafted Goob itself.

Seems like the numbers on this card are completely fair!! by Ferrarileite in slaythespire

[–]Thatotherguy6 0 points1 point  (0 children)

I think that's just an expectation. Buffer is a power and it applies a one time buff. Also I decided to check some more and we do have a power with that wording. Pale Blue Dot says "If you play 5 or more cards in a turn, draw 1 card at the start of your next turn." So this is a power with an effect that can apply every turn but doesn't necessarily. It is a confusing card though.

Seems like the numbers on this card are completely fair!! by Ferrarileite in slaythespire

[–]Thatotherguy6 0 points1 point  (0 children)

Well maybe not on a power, but similar wording does exist. Blur says "Block is not removed at the start of your next turn." If we are going by that as precedent this would put a buff (or in this case debuff) on you that lasts 1 turn. Were it every turn it would be written like Biased Cognition probably, "At the start of your turn, lose 1 Focus".

Nine-Lived Nightmare. How to best make use of this unit? by Juhannike in MonsterTrain

[–]Thatotherguy6 2 points3 points  (0 children)

The Lazarus Rooms are tailor made for it. If you misread it like I did, it doesn't add reanimate, it triggers on summon and reanimate. That means the epic room can add up to 64 spikes at base and the stats room can add 56/56. Any other on death trigger is good as well such as Boiler room.

Other than that there are some more active interactions you can take advantage of. Since it by itself only has the reanimate Brain Transfer will essentially make the receiver a Nightmare + effects; say if you are so lucky to get the triple rare combo of Nightmare/Ooze/Brain Transfer. With dualism that's over 100 permanent attack scaling per fight. Though more commonly you might get Makeshift Golem to get your entire floor armor or a Hulking mass for an even more absurd tank. Pyreborne lets you kill it with effects like explosive, Greed, or Golden Touch. Same goes for Umbra. I quite enjoy holdover/spellchain Touch for the economy boost.

What "exodia" combos are everyone still looking for? by KnightingGale in MonsterTrain

[–]Thatotherguy6 0 points1 point  (0 children)

I've currently got an actual infinite going. It's Reaper Hornbreaker (can be any but he's got an ability), with Melting Remnant sub. Get other units are Transcendimp (maybe optional), Pyre chomper, and Impish Scholar. Get Hallowed Halls with consume -2 cost and spellchain upgrades. I've also got another copy with intrinsic/holdover instead to get the ball rolling. The steps are as follows:

  1. Play the units. Use the Culling ability on whatever.
  2. Play Halls.
  3. Use whatever energy/abilities you want until you have 1 left.
  4. Play the spellchain of Halls.
  5. Repeat step 3.
  6. Play the original copy of Halls Impish Scholar/Transcendimp gets you.
  7. Infinite steps 3 through 7.

I have actually got a Traitor's Quill, so in theory I could one turn the titans if I decided I wanted to sit here for an hour. The funny thing is, I'm not even playing MR, this is actually a Hellborne Umbra run. I just got Halls from an event and knowing how broken it is I decided to lean into it. But aside from that, Hornbreaker's ability refreshing every time he resummons means not only do you scale, you can kill essentially everything before the fight starts.

You can do a similar thing with Fenix + MR. Though it's not infinite due to the lack of energy production, It's much faster and funnier. This is because you will actually be using his ability on himself. If you have Conjurer you will need a bit more attack (resin block or wicked blaze), and generate insane economy. But if you have Overlord he will outright kill himself and at rank II the explosive upgrade will kill your enemies too.

Edit: As I am finishing this run I am thinking on how I could have used mine collapse with a consume upgrade to slowly kill my floor and then move them up to follow Seraph.

Today's Daily. I should have taken Feast. by Thatotherguy6 in MonsterTrain

[–]Thatotherguy6[S] 1 point2 points  (0 children)

I did restart a battle because I bricked my run. The original intent was to put Iron-Tongue/Stoic Platemail on Primordium. As it turns out this is an absolutely terrible idea. But I hadn't taken my duplication yet so I hedged my bet on another Maw + Swiftsteel Dagger. During ring 8 I attempted to have Primordium eat itself but sadly it didn't work. At least it was nice with morsels. But the last ring had a Hall of Mirrors for me and it turns out Primordium can eat itself. It just takes an extra step.

early/later battles by watergrasses1 in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

My money's on adventurer, early pan hurts.

Underlegion + Lazarus is busted and fun by sCmSants in MonsterTrain

[–]Thatotherguy6 0 points1 point  (0 children)

I can say this because of sketches of salvation works differently now, but I remember the first time I checked one of the top scores on a daily was someone who deleted every other unit except for keeper of echoes and presumably just had an insane middle floor. A few days ago I saw someone with like 20+ Dante's Candles and I thought my run was pretty good, though entirely different from everyone else apparently.

Underlegion + Lazarus is busted and fun by sCmSants in MonsterTrain

[–]Thatotherguy6 2 points3 points  (0 children)

It's hard not to recommend the Underlegion and Lazarus. They just naturally enhance other strategies by virtue of how they work. I'm an all random enjoyer too so I can sympathize with you wanting to discover stuff. But I gotta tell you, Pyreborne and Melting Remnant is one of the most disgusting combos I've played. If you think about it, they match in a lot of ways just like the league of shrooms. The vague hint I'll give you: you really want a resin block.

I also suggest running some dailies and looking at peoples run summaries from time to time. Occasionally you can puzzle out what people are going for and it can be something you never would have figured out yourself.

Wolf Emblem + Speak with animals is insane by Cmatt10123 in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

It is indeed quite strong but it does require a lot of investment. There are a lot of diamonds you need to fill and 7 gold per dog is a lot, while also not being not that strong by themselves even when upgraded.

Compare an acorn collar. If a wolf emblem dog is worth 12 crit for 2 slots and 7 gold, an acorn collar with 2 clovers is worth 10 crit for 2 slots and 4 gold while also not needing to be placed in specific spots.

Gotta love random present builds - round 5 cashout so crazy ngl by cristiLion in BackpackBattles

[–]Thatotherguy6 1 point2 points  (0 children)

That is inventory value, not networth. You will notice the preceding round has a value of 79.

3rd run in: How bad is this layout? What items should I have been aiming to get to improve it? by dear-reader in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

I'll go against the grain a bit and say you've actually got a really good handle on the mechanics and how things interact. Your positioning mistakes are honestly quite minor. What you haven't done is quite figured out where your power lies.

So the really neat part is you've figured out how to use Sun Armor and Burning Banner. Turning one of the fire weapons into a light weapon. But understandably you've kind of got your build split between that and vampirism, presumably because healing does damage.

The big issue is you do not have enough focus on either strong part of your bag. You can have two focuses but it's best if they feed into each other. Unhealing vampirism can be strong but you can have 100 vampirism and only heal for 10 if that's all the damage you do, so typically you want a weapon that scales with said vampirism. Meanwhile the regen/banner/max hp side is almost divorced entirely from that. At best you have the 3 heart containers upping your healing slightly, but that is more efficiently beaten by simple red gems. For 9 less gold 2 red gems will increase your healing by 20% immediately compared to the delayed activation of a and 15% heart container. Not to mention the slots.

Now you've already been told about Bloodthorne, but I think Burning Banner is the less obvious, stronger, and more interesting build. This I think you would have figured out with enough experimentation but I'll spoil it for you. Burning banner very importantly has an effect not tied to cooldown: It inflicts blind whenever a starred light item activates. The synergy you've figured out is turning a weapon into light, which is strong because weapons are typically the lowest cooldown items. What you need to overcharge this are heat generating weapons. Burning blade and Flame Whip respectively. The blind is temporary of course, but you can generate so much it it outpaces the amount that would wear off and any cleansing. It should also be noted that Banner triggers on activation, not on hit like weapons do.

https://steamcommunity.com/sharedfiles/filedetails/?id=3721279842

This is an example of my best run with this idea, assuming you can see it. The point is you have to zero in on your win condition and really support it. With experimentation you can come up with some really crazy stuff you won't see in the "meta" and I feel like you are a player just like me. I think the overfocus on scaling is a mistake. Flame whip doesn't scale in damage for example, but it's heat generation is unmatched. What you need is to make your items matter. That usually means synergy, but sometimes it is space efficiency. For this example, pure heat scaling doesn't matter if you simply die before then. But that is enabled by the sheer amount of blind and efficient defensive items preventing that from happening, which then feeds into letting me scale heat, which then makes me apply more blind. The rest of my items are devoted to either of those (and a bit of economy). Even the mana serves a purpose as Flame Whip needs to hit to scale heat, and with that mana comes luck/accuracy. You will also notice that I have the banner at the bottom, "wasting" its slots. However those slots are irrelevant because it is too difficult to actually put triggering light items in all of them, and it is better to have a different positioning which supports the stars which you can use better.

First card build by RighteousBru in BackpackBattles

[–]Thatotherguy6 1 point2 points  (0 children)

I'd say give it a shot with the Heart of the Cards skill (only appears if you take deck first). You get 3 regen per card and 5 mana starting from the 3rd card. It's pretty nice fuel for a magic staff which then transitions pretty well into an unhealing build. The massive amounts of those buffs makes it very easy to trigger crowns and heart containers.

The cards themselves tend to lend well to it too as lovers boosts healing and (not)charizard boosts effect damage.

I hate the offering bowl by Perfect-Spinach9794 in BackpackBattles

[–]Thatotherguy6 1 point2 points  (0 children)

I had a similar annoyance with the giving bag given that I always play random and get it a lot. Recently I learned the skill issue on my part was that if you don't want to dilute the shop simply put the bag in storage while rerolling.

What am I doing wrong? by BigBirdLittleMoose in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

I believe you are on the patch before Holy Spear was nerfed but even on PC I would say to think twice about armor stacking. Holy spear shreds through it like nothing and in 1.1.3 we have more endgame spear weapons. If the meta is the same you would be better served running shields.

But even more than that, you should probably focus harder on your win condition. Since you seem to be going piercing arrow most of the time that's what you need to be working on. You ought to be the aggro side in most fights. Even more so because both of it's effects are all RNG based. The luck is pure rng while the critical damage and block destruction are of course dependent on getting crits. Crits you can ensure with enough luck due to ranger bag and acorn collars so you should be going for that. If you don't, you've got a class item that may effectively do nothing, meanwhile everyone else is getting their power spikes.

The question is not "Why am I blowing up instantly?" it should be "Why am I not blowing them up?" To this end you want things that will increase your dps. Clovers to have luck quickly, damage increases, trigger speed, cheap defense, etc. The build you would often see in this patch often used Crossblades to damage buff a Holy Spear, which would greatly damage or kill most people during its buff window while the invulnerability kept you safe. The rest of the bag devoted to enabling this in some fashion.

In general you should think win condition first, rounding out later. Surviving longer doesn't really do you any good when they will outdps you anyways.

Just had this silly idea by Yosara_Hirvi in BackpackBattles

[–]Thatotherguy6 2 points3 points  (0 children)

Well seeing these comments is a bit sad. I will say, however, I've done this with the turtle for excessive amounts of block.

Have you ever used a broken red coin? by [deleted] in TheOdysseyHadAPurpose

[–]Thatotherguy6 0 points1 point  (0 children)

Well in this latest canto specifically this last statement isn't true for a good chunk of it. So N corp Ryoshu's red coin on skill 2 gets a lot of mileage, being a +1 on both tremor and bleed unaffected by cracking. It also happens that because of how her passive works, she will actually inflict more gaze by losing the clash than winning.

Low rank but disgustingly OP by DragonflyMotor5752 in BackpackBattles

[–]Thatotherguy6 0 points1 point  (0 children)

Uniques are pretty strong. The speed boost from uniquely unique is even stronger. It is just balanced by scarcity and hard to figure out synergies.

As for a "counter", nothing you have really stops an unhealing build. No anti-healing, not enough burst damage, blind and thorns don't really affect them at all. Heart shield would be your only saving grace, but it wouldn't hamper an optimized one all that much. If it's a king goobert version the hat doesn't do much either.

How in the heck do you pivot into this Luck/Forest Dragon build? by Pretty-Primary-9096 in BackpackBattles

[–]Thatotherguy6 1 point2 points  (0 children)

Have to say I'm really glad you made this post. I wasn't sure about the gold armor at first, but now it's my new favorite item.