Closed wraith309 closed 5 months ago
Crewmate Dino Weapon: Report! Stats: Improved Movespeed Gains a noticeable increase to a random stat aside from greed and curse upon maxing a weapon or passive.
Engineer Gino
Weapon:
Lucky Swipe
Stats:
Improved Movespeed
Ghost Lino
Weapon:
Lifesign Scan
Stats:
Improved Luck
Improved Max Health
Reduced Might
Shapeshifter Nino
Weapon:
Just Vent
Stats:
Improved Recovery
Improved Movespeed
Guardian Pina
Weapon:
Clear Debris
Stats:
Improved Recovery
Improved Armor
Improved Movespeed
Improved Revival
Impostor Rina
Weapon:
Sharp Tongue
Stats:
Improved Max Health
Improved Movespeed
Improved Might
Scientist Mina
Weapon:
Science Rocks
Stats:
Reduced Luck
on levels 10, 20, 30, 40, and 50 choose an infinitely scaling level up bonus to one of the following:
Improved Might, Growth, Area, Luck, Speed, Greed, Duration, Curse, Recovery, or Movement Speed
They may select the same bonus multiple times
(best way i can think of to represent it would be to make most of them green, and apply the red and green flashing effect to luck)
Horse
Weapon:
Hats
Stats:
Improved Movespeed
Improved Projectile Amount
Megalo Impostor Rina
Weapon:
[Hidden] Sharp Tongue
Stats:
Improved Max Health
Improved Movespeed
Improved Might
Improved Cooldown
the Passive items are all functionally additional copies of existing vanilla weapons. They scale with the same stats and Arcana as the originals. the only difference between them and the dlc passives is that they don't upgrade the same way.
Finally the DLC stage itself starts with all of the "mini crewmate" passive items with the exception of mini horse, the weapon Lifesign Scan, the 2 rings and the 2 Metaglio pieces.
This is really impressive work! Thank you very much for your research and shared results. It was incredibly helpful. I added the DLC content based on your information. I haven't closed the topic for now, in case I forgot or missed something. Please, check if everything is ok when you have time.
Are the Mini Crewmates supposed to highlight all of the weapons? i don't really see how having two different weapons would count as a synergy so I'm assuming that's a bug.
The DLC weapon evolutions are unities specifically, so they should cause the crewmates to disappear when acquired.
aside from those issues though, it looks fantastic. I can't wait to plan out some DLC builds
Paranormal Scan also increases Magnet and Revives, so those should be highlighted.
Well, yeah, this new mechanics are really confusing. Probably, I misunderstood your description and made them like Torrona Box (that's why having cooldown highlighted all weapons). So I had tried it myself, figured out how it works, and made the following changes:
selecting dlc3-passives will autoselect corresponding weapons (because they can't be alone)
should probably set that to check if it's via stage items since they can be obtained on their own in that case. As is, the planner activates all the dlc3 weapons aside from hat whenever you select Polus Replica.
Oops. Didn't think about it. Fixed.
Given no one's noticed any further issues (aside from the lack of rarity, but that could be separate and no one knows what the dlc weapon rarities are anyways) i think it's safe to close this.
I figured I'd wait until i had some help to provide before submitting this, since I assume you are aware of the DLC and just hadn't added it because the wiki is barren of information.
so I've taken the liberty of gathering it. This was from a combination of looking at the character pages in-game, examining the Limit break stat increases for the weapons to see what stats they used, and discussing on the community discord to see if there were pieces of info that i missed.
Starting with the Characters: