Wow... I think I'm having more fun trying to figure this game out mathematically than I am playing it. I AM actually enjoying playing it too. LOLOLOLOLOL
And one MORE thing... as far as the ghost girl killing you to end the game, you could make it so you get the option to continue after you come across her so you don't have to take it out completely, just don't make the death automatic. something like she offers you to walk with her into the next life an you say yes or no and if you say no, you get to continue.
Also, it looks like the effects don't overlap (except for charged hit and *crit if I understood your last update about charge attacks correctly) so how is priority assigned? As in, if you have 15 chop and 15 cleave, but they can't happen at the same time, is it gonna be that 15% of the time you get one and 15% of the time you get the other or is it going to be more like real statistics? I mostly ask because I'm trying to sort all of this info into an excel spreadsheet so I can compare the bonuses and drawbacks of builds. If I actually manage to make it accurate then perhaps you could benefit from it too.
crap. I can't edit my comments. I meant to say that damage no longer boosts HP. Again, just please explain it ALL so those of us who like to play with the math can have a field day trying to figure out stat builds. (Excel is a hell of a drug... lol)
methinks perhaps the new stats and formulas should be updated in the instructions section and this should include even formulas you haven't yet explained like stun attack (which is activated for free with defense). As far as I can tell from trying it out at low levels, the new proc damage formula while holding fire (or no spell) is 2*damage + 3*crit and damage no longer boosts HP. Also, proc % is twice the proc stat, correct? Just please explain it all as soon as you update it so we don't have to try to figure it all out again.
For some reason I always thought the boobs on the ghost girl were eyes and that it was just some weird bug-eyed mustached creature. It wasn't until I saw the drawings on the kintogames tumblr that I realized it was a woman...
I'm noticing that for some reason the monsters do more damage after reloading the game than they did on that same level before reloading. I mean first map before picking up any more armor. I'm pretty sure it's a glitch. If it's not, it's one hell of a way to make it disheartening to replay the game from a save.
The proc effect is interesting but I notice that I do **less** damage with each proc hit than my normal hits. How about making proc damage add to your standard damage or act as a separate attack that doesn't replace your swing? still haven't tried fire but it doesn't look like I'll be doing noticeably much more damage with fire either (supposing fire does 2X more damage than ice). How about bringing in a second effect like slowing or freezing the enemies with ice, or lowering their defense with gem, or DOT for poison, etc...?
Spells explained:
Fire: shoots fireballs in 8 directions
Lightning: shoots lightning bolts in random directions. Looks like it can jump between monsters if they're close enough.
Ice: creates 3 large ice blocks that revolve around you, shielding you from projectiles and doing decent damage. They wear out.
Ice + Lightning = Poison: similar to ice, but creates 6 skulls instead.
Ice+ Fire = Gem: similar to poison.
Fire + Lightning = Explosion: Like fire but each fireball casts lightning upon hitting an enemy. Yes, you read that right.
Ice + Fire + Lightning = Chaos: Casts all 3 basic spells at once.
Like to keep this visible
If my math is correct, it takes about 40% critical rate before investing in critical matches damage. It's possible if you focus on optimizing your equips for it but you'd be giving up focusing on other stats like proc, and it's still gonna be a rough start. Also, I think every 4 points in Damage contribute one point to HP whereas Critical, as far as I can tell, gives nothing at all. Is there then any incentive to pick that over any other set up? Unless I missed something, it seems like it would just make you have lower HP for a marginally higher damage rate if you can even get high enough crit whereas you can do MUCH more damage and HP by focusing on proc. Also, not pumping crit at all makes critical hits do less damage so it seems crit only serves to weaken you whether you boost it or not. Is this intentional? I suggest changing the damage formula for crit and/or adding a secondary stat boost to make it actually useful.
I'm not sure if this is intentional or but having a low critical effectively means that your critical hits do **less** damage than your normal hits and this makes having a high critical hit rate BAD. Perhaps have minimum damage for critical hits set at a certain percentage higher than regular attack damage? Perhaps give another use for critical (like increasing run speed in the same way attack increases HP?)
Nice update, btw.
Once you learn the patterns of attack for Atropos he isn't impossible, even with Armored. It takes a little luck and a lot of patience. If you're too pissed to play, take a break for a day and come back to it. You'll do much better.
For my set up, I used Antimatter bombs, defense laser and maxed armor hull. For the weapons, I had one gun with split and homing, one plasma with splash and acid, and the other 2 plasma with splash and split. Apparently splash increases damage on bosses. Just saying. Dodge as best as you can and save at least 3 bombs for when he loses all of his armor. It'll be pretty easy if you have those 3 bombs since he takes TONS of damage in that state, especially if he does his attack from the center and stays still.
But now... f***ing hell I have to beat boss run with the warp core...
Or instead of that you can... you know... play with skill and not waste your time grinding. You'll get plenty of that playing normally and going for the trophies. Don't worry about getting 60 on all of them. 60 on 1 is enough, but you don't even need THAT to start playing ch 8. It's about luck anyways. 60 on all stats is easymode and WAY too much grinding.
when doing the cletus trick, don't go straight for the bat... first at least get enough upgrades to build up your style (get enough upgrades to get 2 groupies, more if you're patient enough). Make sure to buy the superman trick.
Proceed as usual with the trick (you should have at least 1.9 style if you do this right).
Once he's caught you in the air, and when you're ready to go afk to rack up the money, do the superman trick, AND WHILE STILL HOLDING UP minimize the screen/tab out. Open up the screen again and he should be doing the superman trick without you having to hold it. Now you're earning 7x the money for having that trick and 1.9x the money for style. Leave on over night or whatever. You're welcome.