The Red chest item Spice also subverts the usual mechanics, showing up everywhere with repeated use regardless of magnificence.Ĭuriously, in spite of magnificence chest quality also tends to increase as the you go through the floors, so by the time you get to the Forge chests tend to be almost exclusively Green. Magnificence does not effect Winchester or his rewards, and Red and Black chests can be forced to spawn regardless with the 7 leaf clover. Magnificence rises very rapidly and already reduces the chance of high tier items spawning by more than 95% with only two points of magnificence. However if you do open the chest in question than Chest Magnificence drops by one point, so you have even more incentive to open such chests so you can you increase the chances of high quality items dropping later. This also effects chests that drop as part of the room drop system and still applies even if you don’t open the high tier chest in question. Every time you pick up a Red or Black tier item the magnificence counter will increase by one (Note: dropping and picking up the item again does not increase magnificence again, but dropping the item will not reduce magnificence either), decreasing the likelihood for high tier items to drop from bosses, spawn in shops etc.Ĭhest Magnificence is also a factor, each high tier chest spawned in a normal chest room will increase Chest Magnificence and reduce the likelihood of more high tier chests spawning in the future. In short it restricts the spawning of Red and Black tier chests and items if you’ve already picked them up. Magnificence is very well hidden stat that controls the amount of high tier items you will receive over the course of a run. Sixth Chamber +2 with each point of Curse.The Following items, guns and synergies all increase Coolness by the stated amounts: There is no in game counter or effect to tell you how much coolness you have at any one time or whether you gained it from picking something up, but there is no way to decrease coolness beyond the effects of curse. The Vorpal Gun will also be more likely to fire it’s special bullet as coolness increases. The Cigarettes active will increase coolness every time it’s activated at the cost of damaging the player while the Sixth Chamber will increase coolness with curse and remove curse’s usual depression of drop rates. The item’s description will often hint at whether it will increase coolness, ie Shade’s Revolver says ‘Anyone who uses this handgun would look pretty cool.’ which is hint for the +2 coolness that this gun carries. The player’s coolness is entirely based on holding specific items and guns and a few item synergies. As such higher coolness will help overcome some of the problems of high curse runs. Coolness causes the base chance of something to drop to be higher and for the increase in that chance with every room that drops nothing to be higher too.Ĭurse and Coolness work in opposition to each other so you will need to 2 points of coolness to cancel out 1 point of curse when it comes to controlling chest fuses, and curse will also reduce the rate at which non-ammo items drop from the room clear system. Room drops work on a system where your chance for the next room you clear to have a drop will increase with every consecutive room that you clear that drops nothing, when something does drop the system resets back to the base chance. Each point of coolness will reduce active item cooldown by 5% (up to a max of 50%), reduce the likelihood of a chest fuse by 2.5% and increase room drops. It also means that active items can be used much more liberally. Coolness is very useful to increase, higher coolness means more drops, things like keys and health will be more common.
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