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Random melee weapon blueprints dead cells
Random melee weapon blueprints dead cells








2 (two way tie): Wrenching Whip, Hayabusa Gauntlets - 3.375.4 (three way tie): Blood Sword, Hayabusa Boots, Spiked Shoes - 3.25 stars.7 (two way tie): Frantic Sword, Impaler - 3.125 stars.9 (two way tie): Sadist's Stiletto, Twin Daggers - 3 stars.

random melee weapon blueprints dead cells

I'd argue the Rapier and Symmetrical Lance are solid 4/5 weapons that are very useful.

  • 11 (two way tie): Rapier, Symmetrical Lance - 2.875 stars.
  • 13 (three way tie): Shovel, War Spear, Meat Skewer - 2.75 stars.
  • 17 (two way tie): Oiled Sword, Spiteful Sword - 2.125 stars.
  • These weapons are just too situational to be viable in most cases.
  • 21 (three way tie): Nutcracker, Rusty Sword, Valmont's Whip - 1.5 stars.
  • Most of them are a bit hard to use, and the risk/reward ratio is generally bad.īased on my survey results here goes my ranking of melee weapons I filled out the poll rating the melee weapons relative to each other, but in general I feel like melee is under-powered compared to ranged weapons, traps, and powers, especially on the higher difficulty levels. That leads to my other big complaint, which is that sometimes you can interrupt your attacks with a dodge/jump/block, but sometimes you can't, and the placement of the uninterruptible times feels very arbitrary. But then a lot of times it kicks in unexpectedly, and where I expect a fresh combo to start I instead get one of the later attacks that's slower or causes me to move in an undesired way, or has a bad uninterruptible window. When I use that intentionally, it's great, like for using the quicker second and third attacks of a sym lance. One particular issue is the way a combo can continue after a jump or roll. I have 188 hours in the game, beat 4BC multiple times, and can win on the first run of a fresh save, but most of the melee weapon combos still feel awkward to me. One complaint is that many of the attack combos are too uneven.

    random melee weapon blueprints dead cells

    Most of them are a bit hard to use, and the risk/reward ratio is generally bad. Good stuff.Ĭlick to shrink.I filled out the poll rating the melee weapons relative to each other, but in general I feel like melee is under-powered compared to ranged weapons, traps, and powers, especially on the higher difficulty levels. I beat the Concierge with this set up just staying a million miles away from him and spamming traps/crossobowmatic/infantry bow. I'd been running sword + shield (I like parrying) but just got the Double Crossbomatic unlocked this run and I immediately see why I've seen people mention just running that + wolf trap to tear things apart. This is the first Infantry Bow I've gotten at all and I love it, I just unlocked one so it'll appear on future runs and am putting cells currently into having the starting bow being any of my random unlocked ones. I have more questions in general but feel like I just need to keep plugging away a bit and I'll figure things out. On the Infantry Bow, where is the 885 DPS number coming from? I thought any +x% damage modifiers are reflected in the base DPS number (296 in this case) but I'm not sure where/what the 885 is coming from? And on the Greed Shield, is the +150% damage a passive damage buff across the board, or is that only for any sort of damage I would be doing with with the shield through any modifiers (like the grenade modifier on this one).










    Random melee weapon blueprints dead cells