Any value in going to the Nether before the End?

I'm currently rocking full Prot IV Unbr III Mending diamond armor, but also a maxed Iced Dragonbone bow. I'm talking yeetus deletus levels of maxed.

And, importantly, wine. I have pretty much everything I need, including bone spores that I got from a foray into the nether with my Epion. And while I haven't found a flower forest (I keep finding meadows) I do have a couple of potions of flight from the super high sky islands. I know Nether and End Lycanite's mobs hit like trucks, but I figure that wine will heavily make up for my mere Prot IV.

I intend of getting an Ankh shield first, but any tips on what buffs to use with wine? I'm definitely using the basics like Rejuvination, Regeneration, Resistance, and Flight.

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u/Gumpers08 — 23 hours ago

Free... at last...

Spent like forty in-game days hunting a second Special Epion. Don't ask what happened to the first. I ended up spending every night in a Defiled lands, waiting for Epions. Also got a lot of blights and misc goodies.

Team Epion rise up!

Now I gotta start scouting for endgame base locations. Might want to kill a wither first, I'll want a waystone wherever I build the base. Can you guys remind me where to find wither skeleton skulls in the overworld? My vast library of RLCraft trivia is rather dusty.

u/Gumpers08 — 9 days ago

Turning off griefing doesn't disable Kobold torch stealing?

I just wanna use torches, man. They look nice.

u/Gumpers08 — 13 days ago

You can't kill Doretta if I kill you faster!

I don't think I've ever truly mag dumped the Shard Diffractor before. Feels nice.

Watch that DPS counter rise in the top left

u/Gumpers08 — 14 days ago

Ultrakill gameplay because the main subreddit only takes gameplay submissions on Sundays

This level was hard, took me an hour to P-rank; an S in Time, Kills, and Style, all with zero deaths.

I also P-ranked 1-E next, so that is all of Standard P-ranked... making me legally obligated to move up to Violent difficulty.

u/Gumpers08 — 14 days ago

Does RLCraft add anything that helps with mob farms?

I'm trying to set up either an automatic Cinder or Afrit farm for early game blaze powder. However, I'm finding that pistons are my only way to move mobs into water to drown them, or sticky pistons for suffocation. And mobs need to move out of their spawning block first to be pushed by a piston, which they can simply decide not to do.

Any ideas?

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u/Gumpers08 — 16 days ago

Having fun speedrunning so far

I'm not kidding when I say this is the most I've ever used spells. I guess I have had about... four 100% playthroughs to get my hits dealt/hits taken ratio low enough to actually have silk for spells.

If you are wondering why music is off, I have the Ultrakill OST on shuffle in the background. No offense to the Silksong OST, shit is amazing, but Ultrakill has a bit more variety. I even rolled Order during this very Moorwing fight.

Also just destroyed Sister Splinter, spells really take care of the minions.

Check in on me later when I'm have an aneurysm kudos to High Halls.

u/Gumpers08 — 21 days ago
▲ 343 r/Ultrakill

Remind me again how I'm supposed to parry these fuckers over the void with a dozen other enemies third-partying?

I swear to god, I can deal with these fuckers in a 1v1. Grounded. Slaps some magnets on, dump an overheat charge, JumpStart, repeat twice. Parrying is really easy, just stand still and wait for it, then dump damage when they are stunned. Gabe 1 and 2 are ridiculously easy as I can consistently crank 120 degrees to land those parries.

You can't get rid of the damn thrown glaives with the Slab Sharpshooter's cooldown, and parrying them is ridiculously hard midair. Dashing through them is an option when grounded. Meaning a 50/50 hit every time they do the attack. When they throw the SPEAR, it can be parried pretty easily, but not in mid-air. RAPIER is the same thing; easy to parry, but not in the air.

All of this with Virtues (hopefully not), Mindflayers, Guttermen, Guttertanks (possibly), Insurrectionists, and Maurice third-partying.

I would like to use the Freezeframe rocket to parry the OVER HERE, but it is very hard to get setup given that SPEAR will destroy your rocket and that Maurice will specifically target rockets.

And yet, every time I ask for help with Powers, the one answer I get is to parry them over the void. So the only fucking solution is "yeah use cheese". Complete bullshit, please get the fuck out of my Cybergrind. I'm asking nicely. I said please. I'd gladly take not-limited-to-one Mirror Reapers as recompense. At least those can't follow you everywhere you go, and be an existential third party in the process.

u/Gumpers08 — 24 days ago

I've been playing too much Cybergrind

Or perhaps not enough

I didn't know you could detonate shotgun bullets with the Sharpshooter.

u/Gumpers08 — 25 days ago

Go go Gadget Sharpshoo—OH MY PCCCCCCC

Dead Heat Pulse being fire as always

u/Gumpers08 — 25 days ago

How about rising damage resistance instead of damage immunity for bosses?

Here are my initial thoughts; for each percent of health lost, a boss gets a percent or two of damage resistance. This resistance can go up to 100%, but might never reach that point if the resistance goes up by 1% per 1% taken. This resistance decays by 2% per second, so you can either choose to wait for the resistance to go down or keep up the pressure (and status effect/upgrade combos) while the boss has high resistance.

All of these numbers can be heavily tweaked, but my base concept is that low DPS teams (or solo players, like me) barely deal damage faster than it decays, or simply aren't affected much at 20%-30% resistance. Meanwhile high DPS teams (or solos) might quickly hit, say, 60%-80% resistance, but have the option to keep shooting through the resistance. If they have that much DPS, it might not even slow them down by much.

Changes might scale with Depth. Higher Depth bosses might gain more resistance per damage taken, but the decay rate would have to be higher as to not act as a pseudo invulnerability phase every time you shot the boss. Lower Depth bosses might have lower resistance caps.

It would also help that reduced damage would mean reduced increase in resistance. As I said, a team might balance out at 20%-30%, not going higher because of the existing resistance but also not having massively reduced output.

There is also the option for damage resistance to persist throughout the proper immunity phase, albeit still decaying.

I hope this idea would please both casually and sweaty players alike. I feel like high damage resistance is much more satisfying to deal with than straight up immunity. One side is unaffected, while the other side can brute force it with moar boolet.

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u/Gumpers08 — 26 days ago

Accidentally P-ranked 8-3

So, I figured I was going to get all the secrets and challenge in 8-3. I had just gotten the secrets and challenges in 8-1 and 8-2 (need those challenges for Cybergrind music), so I wasn't thinking much of it. This is also far from my first 8-3 clear (some of which being P-rank attempts), which makes this run being my record time even more mysterious.

First, I get the challenge. After beating the first three Powers deathless, I get to the fourth expecting to restart once or twice. I clear the first wave, clear the adds in the second, the successfully parry the Power over the loop pit. Takes a while, but no deaths. Then, I beat the blue path, forgetting that I just read that I needed to do the red path. So, I do the red path next, and get the fourth secret.

By this point I realize that, hold up, I might be able to actually P-rank this. So, I start kicking some ass to Event Horizon, and get to the blood tree. I kind of fumbled the entrance and find myself at the Power with 3 HP and 3 seconds before the seventeen minute mark. Luckily, I get some blood off the Swordsmachines and figure that I have until 17:30 to P-rank. I finish off the Power with dual wielded impact hammers and run into the exit with two seconds to spare.

What a way to get the P-rank. I'll certainly take it, but that now means all I have left to P-rank (on Standard) is 7-4... I swear 8-1 and 8-2 are easy compared to that nonesense... maybe I've been playing too much Cybergrind, and as a result Fraud feels like home. Well technically there is still P-2 and Encores, but I'll pass on those for now.

u/Gumpers08 — 26 days ago

Mmm, M1000 with Auto Aim is rather nice

The Auto Aim doesn't activate sometimes, but when it does activate I can basically treat it like a budget Lok-1.

I also had two stacks of +40% Weakpoint damage on the gun.

I think this is the most damage I've ever done, had 300K damage with 112K overkill.

To be clear, I'm still not picking the M1000 when I can avoid it, or don't see Auto Aim. Really not great for Creepers, with how fast they are always moving.

u/Gumpers08 — 27 days ago

I give the Surface climb two Path of Pain rooms out of... IDK

That's pretty much it. You get infinite soul from the worms, basically infinite soul totems with extra steps. And then the difficulty comes not from the platforming tricks themselves, but the amount of them you need to do consecutively.

Both sections took about twenty attempts each. Annoying, but nothing as horrible as the final section of Path of Pain.

u/Gumpers08 — 27 days ago

Twelve minutes of Ultrakill gameplay for anyone interested

This is about the furthest I'm getting without better instakills, I don't have a strategy for a Power, Insurrectionist, Ferryman, Radiant Cerberus, and Radiant Swordsmachine all at once.

u/Gumpers08 — 28 days ago

Water to power via spore to coal

bXNjaAF4nFWRzW7UMBDHJ1mv42RbeuDELcdWVbR0d4XEiUuvfByQOCAO2cSsjNI4OMlWVcULICFV8AK8FSAkHoE70DbMeLosTTQz9nhm/j8nkMCOgKSwdafr7nHeQHj+DmSVL3XVwvjlz88Xr0DU+YmGey/yTru0s+kze4qL/eem0vmy0gcwKXVbONN0xtZwnB0tFtNsdvQgPaWOaauLJDmcLe7Ppofz+cN52lA/p/ef2PTpWrvSmbWe/lsd7MBuZd72psyc7XEI3Fk6U650hqRlbzpE7qvOrPPOOthrO52fZCtda+cTCqvW+gxX0TLvsP0M9gqbV1mBl3Tmdb/SoPq6snmJo3ebvmr/m+zxstqWGiZtY53OGqfbFu7aDR4m7BtdkBTAI+AnIItuNiMI0YecFdEwDJ/QfmAeYMzZaFtLWcXZZFP71W8nkS/YKvgQsBPbCbSNqPUj2nefSIAJyIXUIjCMSD7EJUgMYwbFMRGGGDZagpkUOgFBjCFWkjRw+CX6Sxj5+JuOsXdEYgGGW7iCtakEz2kmigoWFSwqSJR2HnbMfWMmkdwuGV0SqfIDAonBT5E0JcAQ09U/oH3DjGQaeZsmYiSCDWOSVhLrr/Ad8CZX/v2D9mu4xtOIwSIGU4yiGIU+SzjBIKiEmJBG8Q9UjHJ9Ixpv7uO/ZuxbMcR85jFjxMSO92hf4C90rLYd

For anyone who needs explanation, spore to coal gets you about 30% more power.

Spore straight to steam gets you a conversion rate of 25.8 water for 291.5 power (powering exactly one Steam Turbine), so -11.30 power per unit of water, not counting potential water collection costs.

Spore to oil to coal to steam gets you a conversion rate of 15.9 water to 235.18 power (powering exactly one Steam Turbine), so -14.79 power per unit of water, not counting potential water collection costs. Including the conversion tax of the spore press and coal centrifuge.

Now, is it more space and/or more build cost efficient? I'll let you guys figure that one out. In terms of space you have more complexity, and while you have half the Cultivators you also have to add in Presses and Centrifuges. And I think the build cost is about the same, except for maybe exchanging relatively small amounts of copper and silicon for lead, graphite, and titanium. Just do remember to beware the hefty siligone cost of steam turbines and unloaders.

Also the split water and power stats listed in the second image are for whether you have the research/plastanium for the Overdrive Projector.

The schematic also doesn't tile downwards, but it does go left, right, and up.

u/Gumpers08 — 28 days ago

Thoughts after my first Ramok Gatekeeper (as a Solo player)

I'd heard that the Ramok was rough, so I wasn't quite sure what to expect. And...

First of all, the goop attack? What the fuck? What does it even do? I never figured out. I just shot the blobs on the ground from a safe distance, they didn't even seem to have an HP pool as they died to a single bullet.

Second, the charge attack. As others said, a rather small wind up for a very fast charge. Having to run perpendicular to dodge is fine, but this is assuming you noticed it charging while you were shooting an Edgestalker.

Third, the whirlwind. Throwing projectiles and being a close-range hazard seems like a bit much. Also, a low wind up again. Reminds me of the default Dreadnought's ground slam, but it seems that solo players don't get extra telegraph in this case. Otherwise, cool? Hope you have some fall damage immunity, whether a platform gun or something else.

Fourth, the immunity phase... First of all, needing to stand still while adds are attacking? With odds of the Ramok just doing the whirlwind? Yeah no, I'd rather not. Second... two steps. I ran half a mile to get red sugar (after breaking the first pillar) because there was a single deposit in the boss room, only to realize the boss was still invulnerable. If you have to go through the trouble to get the Ramok to ram the pillar, it should destroy the orb in the process. Or make the Gotoorak harder. But I like the Gotoorak as is, minus the repulsion field's damage.

Fifth, the usual complaint. More ammo than I can use, and no red sugar to keep me firing. Without an infinite red sugar upgrade, you never have enough health. And with an infinite red sugar upgrade, it is hard to run out.

To be clear, I'm not that mad. I'm pointing out what I have observed, and if people want to take notes or make counterarguments, go ahead. This is Early Access after all, so I can't expect a perfect product. But, at the same time, this is the perfect time to give criticism when something feels off. I don't have particularly many suggestions on how to make things better currently, but I might in the future.

My main rubbing points are low wind ups for solo players, with limited revives and only one set of eyes. Doesn't need to be super long, but maybe a louder and more distinctive roar from the Ramok to telegraph. Good audio cues can go a mile to improving the feel of a fight, if Hollow Knight taught me anything. That, and reducing the danger during the invulnerability phase. Either reduce the amount of core enemies, or remove one of the two steps. I think getting the Ramok to ram the pillar is fun in theory, but is dulled by adds and needing to throw the orb in with both adds still on you and the Ramok now right next to you after ramming.

I definitely enjoyed shooting the boss, like with the Gotoorak. Has a big hitbox, but you can go for those juicy weakpoint shots. I was using Embedded Detonators Zukovs (goated with the sauce, as always), but I feel like any weapon would have been fun there. Minus of course Gunner primaries, with the movement slowdown.

A final note, Bosco Cooper upgrades should scale with Depth. That run he got a miserable 40K damage to my 240K, which is was worse than some Depth 1 runs. I also think Cooper should have some Elemental options, like +10% damage as <element>. Stacking debuffs would add more utility and allow you to get more synergies that you might miss out on without extra players worth of elemental upgrades. Rockets are also in a weird state, with them I think being secretly goated but you don't get much of a visual indicator of this. I honestly don't know what is up with rockets, which isn't a good thing.

Rant over

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u/Gumpers08 — 29 days ago
▲ 167 r/RogueCore

Ooooohh... Pretty...

Secret room

99% of dwarves quit getting lost in the Ramrod before finding this secret room

u/Gumpers08 — 1 month ago