![]() ![]() Plasma Shrimp : always proc while shield is on (40% damage) while ATG proc 10% of the time (300% damage). Situational (items which efficiency really depends of the situation) : ![]() It also sems to affect their AI and randomly prevent ranged enemies to attack for some obscure reasons. What makes me think root is better is that some of the hardest hits you can take from common enemies are melee (beetle guard and bisons mainly), and also that it can still impair ranged enemies since you can break line of sight more easily. Root doesn't affect ranged enemies too much but prevent melee attacks. Tentabauble : Root enemies, whereas Chronobauble slows them. While this is better on most characters because obviously ror2 is a game where you have to dodge attacks, which is easier when you're sprinting than when standing still, I'd wouldn't take it for engineer (because you cant abuse the healing zone around your turrets anymore) and also wouldn't on Void Fiend until about 2 loops in (it will make transformation quite hard unless you have enough crit items and damage items to counteract the nerf brought by healing, until then the bungus seems better for run and hide when in trouble) Weeping Fungus : Heal while sprinting, rather than heal while standing still. General Upgrade (items that are generally preferred in void version over the regular ones, but not always) : I think it has the same proc coefficient as well but couldn't verify that, if anyone knows I'd be glad to hear. The main difference between these is that enemies can't die multiple time, but through regenerating elite or lifesteal moves they can be at full health multiple time so the corrupted wisp can trigger more than once on enemies, making it slightly better, but always better. Voidsent Flame : Basically has the exact same effect (range and damage are identical) than the original Will'o'wisp, but triggers when an enemy is hit at full health. Straight Upgrade (items that are always preferred in void version over the regular ones) : Don't hesitate to pinpoint mistakes if I make some. Note that I'm talking about runs without any artifact enabled. I tried to stay the most objective possible, and reviewed the maths behind each items as well in order to be precise. Ok so recently I saw someone doing this tierlist here and after almost 30 hours into the DLC and reading a lot about the subject I felt like giving my own version of this, but with detailed explanations for each item and category. ![]()
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