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| ==Starting Weapons== | | ==Starting Weapons== |
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| ''One Armed'' has the second broadest range of starting weapons in the game. They are also one of the few characters who can start with an [[Ethereal]] weapon. | | ''One Armed'' has the second broadest range of starting weapons in the game. |
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| The broad range of weapons allows for scaling off any base stat, except for [[Armor]].
| | ''One Armed'' likes weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}}, and {{MiniIconbox|name=Lightning Shiv}}. |
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| Good weapon choices are weapons that can deal with groups of enemies, such as {{MiniIconbox|name=Slingshot}}, {{MiniIconbox|name=Shredder}}, {{MiniIconbox|name=Double Barrel Shotgun}} and {{MiniIconbox|name=Lightning Shiv}}.
| | {{GenerateCharacterStartingWeaponsTable|name={{PAGENAME}}}} |
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| <table class="starting-weapons-table">
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| <tr>
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| <td style="vertical-align: top;">{{Iconbox|Fist|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Claw|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Thief Dagger|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Ghost Axe|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Ghost Flint|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Lightning Shiv|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Scissors|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Cacti Club|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Torch|size=60px|maxwidth=60px|rarity=auto}}</td>
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| </tr>
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| <tr>
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| <td style="vertical-align: top;">{{Iconbox|Plank|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Hatchet|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Chopper|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Pruner|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Jousting Lance|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Double Barrel Shotgun|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Laser Gun|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Pistol|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Shredder|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|SMG|size=60px|maxwidth=60px|rarity=auto}}</td>
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| </tr>
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| <tr>
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| <td style="vertical-align: top;">{{Iconbox|Taser|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Revolver|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Wand|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Shuriken|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Slingshot|size=60px|maxwidth=60px|rarity=auto}}</td>
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| <td style="vertical-align: top;">{{Iconbox|Crossbow|size=60px|maxwidth=60px|rarity=auto}}</td>
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| </tr>
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| </table>
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| == Synergies == | | == Synergies == |
| {| class="wikitable" | | {| class="wikitable" |
| ! Item | | ! Item |
| !Effects | | ! Effects |
| !Notes | | ! Notes |
| |- | | |- |
| | style="text-align:center" |{{Iconbox|Focus|rarity=4|size=70px}} | | | style="text-align:center" |{{Iconbox|Focus|rarity=4|size=40px}} |
| |{{Item Data|Focus|stats}} | | | {{Item Data|Focus|stats}} |
| |This is a great synergy as One Handed will only carry 1 weapon | | | The downside of this item is low, because ''One Armed'' only carries 1 weapon. |
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| | | style="text-align:center" |{{Iconbox|Improved Tools|rarity=3|size=40px}} |
| | | {{Item Data|Improved Tools|stats}} |
| | | ''One Armed'' starts with +200% Attack Speed, so One Armed can get 105% Attack Speed/Spawn Rate bonus right out of the gate. |
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| | | style="text-align:center" |{{Iconbox|Silver Bullet|rarity=3|size=40px}} |
| | | {{Item Data|Silver Bullet|stats}} |
| | | The effect of this item is doubled, meaning you'll deal 50% more damage against Elites and Bosses. This is multiplicative with the %Dmg Stat. |
| |} | | |} |
| == Guide and Strategy ==
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| ''One Handed'' has triple regular [[Attack Speed]] (+200%) and [[Damage]] modifications are doubled (+100%). This makes hard-hitting weapons especially attractive (due to the high attack rate), and it means that all damage modifications are very economical.
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| However, since ''One Armed'' can only hold one weapon, it makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a ''cleave'' or ''bounce'' effect are particularly strong on ''One Armed''. ''Bounce'' effects in particular reach across the entire map, because this effect does have unlimited range.
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| '''Starting weapon:''' [[Lightning Shiv]] is the strongest option; its damage scales with [[Melee Damage]] and [[Elemental Damage]]. Elemental damage is more valuable on this weapon, so it should be the main flat damage type to take.
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| '''Important stats:''' ''Damage'' type stats are highly efficient, because their value is doubled. Prioritize both flat damage and %damage highly. [[Attack Speed]] is ''not'' useless, even though you have a lot of it already, but it does not have the double value modifier, making it relatively more expensive compared to damage. If you use a weapon that scales with [[Ranged Damage]], then look for this stat especially during level ups (upgrades), because the stat is relatively rare in the shop.
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| If you use a weapon that pierces or bounces (or both), [[Life Steal]] becomes an effective way to heal, because all projectiles can trigger the effect on each hit. Your high attack speed will create a lot of opportunities for life steal to happen.
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| If you use a weapon that does not bounce, [[Range]] becomes an important stat for you, because you cannot access the set bonus of the weapon (you can only have one), and therefore do not get the usual set bonus of +50 Range (for 6 guns). High range will increase your damage uptime and therefore DPS, and makes it easier to stay safely away from danger. It will also make your piercing more effective.
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| '''Upgrade strategy:''' Prioritize ''Ranged Damage'', if you can use that, then [[Armor]] (both are quite rare in the shop). Upgrades should always be opportunistic, depending on what the options are. Do not tunnel vision on damage.
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| '''Item strategy:''' It is obviously important to upgrade your only weapon to the highest tier (IV) as soon as possible. High [[Luck]] can help with finding the later upgrades a bit sooner. Because it is not possible to combine multiple layers of weapon tiers, since you can only hold the one weapon, you require finding the higher tiers as-is in the shop. This becomes more likely with higher ''Luck''.
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| Items that cause damage ("secondary damage") such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are very strong on ''One Armed'', because you usually have very high %Damage. These items are only good, however, if their respective base stat is reasonably high.
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| If your weapon is a [[Double Barrel Shotgun|Shotgun]], then [[Pumpkin]] is a key item to look for, because a single one already maxes out the piercing damage from the shotgun.
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| All items that provide [[Damage]] benefits are twice as valuable than normal in the shop. The reverse is true for negative ''Damage''. Items should be chosen accordingly.
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| Engineering items and the [[Engineering]] stat are rather weak, because the items do not profit from your [[Damage]] stat, and the stat itself does not have the +100% modifier. ''Engineering'' related items should therefore have low priority.
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| Healing and utility depends on your skill and playstyle, and choice of main weapon.
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| {{NavBoxCharacters}} | | {{NavBoxCharacters}} |