Limit Break: Limit Break is its own mana engine because of the “ejection” mechanic if a spell costs more than your current max mana, pressing the button to cast it simply discards it for 1 mana. (If you use it in any capacity, don’t enter rooms on your front column, since enemies on their front column will hit-test against you when Sunglasses procs.) Even though this is easily capable of killing any combat, sometimes before the combat even starts, it’s not practical to use as your sole damage source. Sadly, stacking too many Frost artifacts (or just having enemies spawn in the wrong configuration) locks the game up as it tries to process the overlapping explosions. A hidden “loop” artifact also applies starting Frost, which sometimes leads to really dumb-looking interactions at combat start. With Freezer Burn + Thermite + Tinder, this does comical damage, and it’s what I used for hallway combats in my loop 30 run. Obviously, it shouldn’t be your primary damage source versus bosses.įrost: It’s plausible to get multiple copies of Double Mint and Sunglasses, turning any Frost application into a self-sustaining meme bomb. Unfortunately, the longer this chain reaction goes on, the worse game performance gets, to the point where killing bosses with it frequently takes minutes per frame. Once you’ve shredded to -100 defense, any hit also starts this chain reaction, and the result is flames ticking for thousands of damage thousands of times per game tic. Thermite + Tinder: This combination is strong-once you’ve shredded something to -90 defense, each new Flame ticks instantly for 100 damage, generating a new Flame which ticks for 101 damage, generating a new Flame which ticks for 102 damage… There’s simply no way to acquire money that isn’t quickly outpaced by boss HP scaling, even with every artifact slot filled by a Mining Rig. Sera Cannon: Doesn’t scale hard enough, even with Switchbait, Magnifying Glass and all the rest. Some options that I’ve experimented with in loop runs: Of course, by loop 30, enemies in hallway combats have nearly 100,000 HP, often with hundreds of defense, and Loop 30 Gate starts with 40,000,000 HP plinking away at this 1 HP at a time isn’t practical, so ideally your deck does something other than making you invincible. Since you can’t be damaged, your loop distance is limited only by your patience. Slap a Ghost Costume on top to cover you while you’re setting up (or eating through first-shuffle Consume spells), and you’re good to go. Strong mana-generating spells or artifacts are crucial, especially because you’ll likely have to chew through the Jams added by Duel Disk Blueberry Jam helps for this. The foundation of any loop-capable deck is Pocket Sand + some source of instant shuffles, usually Duel Disk the goal is to run through your deck in under 1 second, reactivating Pocket Sand and maintaining permanent invulnerability. High-loop runs have almost nothing to do with the standard gameplay of One Step From Eden. It consumed a weirdly large amount of my life, so I figure I should probably note down a few things in case someone wants to take a crack at it. To my knowledge, this is the farthest recorded loop in One Step From Eden.
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