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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 == |
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| | style="text-align:center" |{{Iconbox|Improved Tools|rarity=3|size=40px}} | | | style="text-align:center" |{{Iconbox|Improved Tools|rarity=3|size=40px}} |
| | {{Item Data|Improved Tools|stats}} | | | {{Item Data|Improved Tools|stats}} |
| | ''One Armed'' starts with +200% Attack Speed, and this item will apply this bonus to all ''Engineering'' structures as well. | | | ''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}} | | | style="text-align:center" |{{Iconbox|Silver Bullet|rarity=3|size=40px}} |
| | {{Item Data|Silver Bullet|stats}} | | | {{Item Data|Silver Bullet|stats}} |
| | The effect of this item is doubled, and then multiplied with ''%Damage'', which is also doubled. Potentially very strong, if ''%Damage'' is high enough. | | | 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. |
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| == 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, ''One Armed'' can only hold one weapon, and this makes fighting multiple targets much harder than with most other characters. Therefore, weapons that have a ''cleave'' (piercing) or ''bounce'' effect are very desirable on ''One Armed''. ''Bounce'' effects in particular reach across the entire map, because bouncing projectiles have unlimited range.
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| === Starting weapon ===
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| {{MiniIconbox|name=Lightning Shiv}} is the strongest option.
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| Its damage scales well with [[Melee Damage]] and [[Elemental Damage]], both of which are easy to find on good items. Elemental damage is more valuable on this weapon than melee damage, so it should be prioritized; if you aim to kill [[Enemies#Elites_(Danger_2+)|Elites]], this requires melee damage, because the elite needs to be focused directly, which mainly causes melee damage.
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| Like with all melee weapons, the melee part of the attack will ''cleave'', i.e. hit multiple enemies in its path. This becomes easier and more effective with more [[Range]]. Cleaving will create additional lightning projectiles (one for each enemy hit), which can be a tremendous DPS increase. Always try to cleave with your attacks. Extra Range will also make killing Elites easier, or even possible at all (depending on the Elite).
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| Lightning projectiles can [[Pierce]], if you find the items that enable it. This is usually a DPS increase, and also increases secondary effects.
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| {{MiniIconbox|name=Slingshot}} is a good ranged option.
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| It only scales off [[Ranged Damage]], which is difficult to find in the shop, so you need to rely on level upgrades more (and favourable RNG). Slingshot projectiles can inflict burn with [[Scared Sausage]]; this opens a secondary damage path and helps to deal with groups of enemies and hordes. If you want to go that route, also get [[Snake]] and, of course, some [[Elemental Damage]].
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| Your single target damage can be very high with this weapon, which makes it good to kill elites. However, since your projectiles do not pierce unless you have items that enable this, it is weaker when dealing with groups of enemies than other weapons.
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| Getting piercing from items is very desirable with a Slingshot.
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| === Important stats ===
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| ''Damage'' stats are highly efficient, because their value is doubled. [[Attack Speed]] is still useful, although you have a lot of it already, but it does not have the double value modifier. This makes it relatively more expensive compared to damage.
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| If you use a weapon that scales with [[Ranged Damage]], then look for that stat especially during level ups (upgrades), because the stat is relatively rare in the shop.
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| With the weapons that are strongest on ''One Armed'', [[Life Steal]] is a very effective way to heal (all projectiles can trigger the effect on each hit, multiple times if piercing). This, and your high attack speed, will create a lot of opportunities for life stealing to happen.
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| If you use a weapon that does not bounce (usually a gun), [[Range]] becomes an important stat for you, because you cannot 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. Piercing bullets will reach further (possibly hitting one more enemy that they would have with less range). Take Range if you see a good opportunity.
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| === Upgrade strategy ===
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| Prioritize ''Ranged Damage'', if you can use that, then [[Armor]] (both are quite rare in the shop).
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| Upgrades should always be opportunistic, depending on what the options are.
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| Do not tunnel vision on damage.
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| [[Melee Damage]] and [[Elemental Damage]] and also %[[Damage]] are easy to find on items; therefore it is better to prefer other stats when leveling up.
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| === Item strategy ===
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| All items that provide [[Damage]] benefits are much more valuable for you than for other characters, because of your trait. This goes both ways, so the opposite is true for negative ''Damage''. Items should be chosen accordingly.
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| However, do not blindly pick anything with ''Damage'' on it, because many items also have a downside, usually some negative stat. Since there is enough ''Damage'' to be found, you can pick and choose, and do not have to dump valuable side stats (such as Speed and HP). Many of the early %Damage items have negative defensive stats on them, which will make you more vulnerable, while not increasing your effective damage by that much (yet).
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| %[[Damage]] becomes better with higher base damage stats; it is therefore not that noticeable early on, and will only pull its weight if you also get the base damage for your build. This is very important to keep in mind when building ''One Armed'' (and other characters as well).
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| 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 need to find the higher tiers in the shop. It's OK to go from T2 to T3 by recycling and replacing; then wait for another T3 to turn up in order to get to T4. This gets more easy with higher ''Luck'', which is a useful stat for other reasons as well.
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| Items that cause damage ("secondary damage") such as [[Cyberball]], [[Alien Eyes]] and [[Baby with a Beard]] are strong on ''One Armed'', because you typically have high %[[Damage]]. These items are only good, however, if you also hold their respective base damage stat (depends on the item).
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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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| [[Silver Bullet]] in particular can be a very powerful item on ''One Armed'': its value is doubled (by your trait), and its effect is ''multiplicative'' with your existing %Damage. It will very often turn elites into cannon fodder if your %Damage is high.
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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. The item [[Improved Tools]] applies your Attack Speed bonus to all structures; this is very strong. If you get this item, all Engineering items become very good value.
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| The value of healing and utility items depends on your skill and playstyle, and choice of main weapon (if you attack from range, you require fewer defenses).
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| Economic items and harvesting should be valued highly, as with mostly any character.
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| {{NavBoxCharacters}} | | {{NavBoxCharacters}} |