16:00 the revolver has 6 ammo then on next shot it is down to 3 ammo, definitely some bug going on here. From what I can see other items sometimes only charge the revolver visually, but then gets "corrected" (wrongly) once the revolver shoots
Or radiant should be 90% efficient - defend vs 90% freeze or destroy strikes - then it can be more common and dont feel like everything or nothing kinda deal.
Probably need diminishing return and an invunenabality after a certain time for couples seconds, like crowd control in world of warcraft pvp. I think it should apply to slow and freeze.
13:19 The "Combined crit chance" doesn't matter, the occurrence % for both critting is ~5%, Treb Crit/noRev Crit is ~10%, RevCrit/NoTreb is ~ 30%, and the chance for no crit at all is 55% per CD cycle (rather than the presented 50%). Your "crit per cycle" rate is below 50% still, it on average does NOT keep up w/ outgoing rate (and actually gets worse the faster the Revolver goes, because shot run it goes w/o triggering Treb is only ~45% chance to replenish the ammo spent.
I guarantee you he knows that. It's just much easier to add them together for a general idea of the odds. And as you say there is a 5% chance for double crit which is why the chance for any reload per round of activations is slightly lower, but the average amount of ammo reloaded is still almost the same. He was still pretty unlucky, at least in the Dooley fight before the rant, because the revolver shot 8 times and the Treb shot 7 as it ran out of ammo. So it only reloaded once out of 7 times on a 45% chance each time. That's unlucky but still admittedly within varaiance. The thing that made it seem even unluckier then it was is the fact that first Treb crit didn't reload for some reason. So he literally was still unlucky and also got slightly screwed by a bug. But you and everyone else got to do your umm akshually to feel smarter so it doesn't matter.
@@bepper66you're literally didn't understand what Kripp was saying. A crit reloads 2 ammo. So Kripp was saying that on each round of triggers at 50% total on average. Every 2 rounds of usage he should crit on average and reload 2 ammo. What you're saying would make sense if it only reloaded one. As for the actual odds it would be 45 55 as the other comment said but with a 5% chance to double reload too.
seems like it only counts it's own crits. The treb crits and adds 2 ammo, but only visual. So on the next shot, it goes back to where it were if no crit had happened.
Running into Pygs with a board full of items where they all charge each other all the time is definitely wild. And here I thought making almost all the passives into cool downs was going to be a nerf
Exept from the fact that the revolver is faster and has 35% chance to crit so i essentially offsets the crit chance combined with treb below 50%, it becomes even worse when crit occurs at the start of the fight when revolver is full ammo cause u are also missing 1 of the 2 ammo that is reloaded.
I really don't like the whole switch to charge. Sure, the values are currently bonkers, but I still prefer most items going through their cooldown "normally". I liked the way it was before, where charge on X items were a bit of a standout ability that took some effort to build around.
Freeze seems really unbalanced now. If you don't get radiant your entire build gets shut down and it's almost impossible to get to 10 wins. If you do get radiant, it can be an auto win. That's not fun to play or to watch.
Its pretty consistant to hit anti freeze on the silver skill vendor tbh, sorta on you at this point if you dont save money for rerolls on that vendor/pick upgrade instead of silver vendor and then complain about getting frozen to death
It creates a loophole where you are forced to force this skill, which even with force not making it 100% to get, in which case you fall into a pit where freeze creates infinite frustration with no counter (Last fight is just laughable, what is my actions?). Call me crazy, but freeze is the least interactive and most annoying form of cc in this game
@@momoaa I only watch the game (waiting for official release to play it myself) but what I gather from streams and videos is that, even if it's possible to force the skill or find radiant, it's not a fun mechanic exactly because you have barely any choice. The current meta has many viable builds but only if you get that specific skill, which is not great in my opinion. Coming from Hearthstone, it is the same as forcing every deck of every class, no matter the play style, to include the same set of 2 or 3 tech cards because otherwise you auto lose. That gets boring fast.
4:33 dude's heal heard Kripp talking shit and was like check this shit out and crit lmao Honestly really amusing. Still lost but the timing was good. Also personally I still think rather than the radiant issue I'd rather have some sort of diminishing returns on freezes. Like the goof of 99 second freeze off of the ice club effect is fine, but when you just get perma frozen off of multiple triggers it really irritates me. Even like some sort of internal timer would be interesting like maybe after you freeze for 7 seconds or some shit that can't be frozen for another 7 seconds. I don't know I'm just spitballing I'm not a game designer lol.
The new Rapid Thaw is not only easier to get it can also pretty much make your entire board immune to freeze at Gold/Diamond. At gold it reduces freeze duration by 3 seconds. That means any freeze that isn't at least 4 seconds is just voided making it virtually impossible to perma freeze an item as getting an item to 4 second freeze is incredibly difficult. At diamond I just don't think even highroll freeze builds are going to do anything. Diamond Rapid Thaw is a 4 second reduction, meaning the enemy would need a FIVE SECOND FREEZE to even freeze an item for 1 second. Rapid Thaw can now be found in the general skill shops and you can typically fight Joyful Jack twice a run making it way easier to fish for.
Doesn't Revolver only reload when it crits itself, and it ignores other items getting a crit? I think the tooltip's wrong (or the tooltip is right but it doesn't work as intended)
The reason the revolver was running out of ammo was that it was triggering significantly faster then the treb. So it was only really using it's crit. The trebs crit couldn't be added to it
Exactly. Kripp seems very confident in his math but at the same time, it's quite wrong sometimes. A revolver with 35 crit and relevant haste uptime will eventually run out of ammo, unless you get very lucky, even if there's a 15% crit treb on the board as well. I don't think there's something "very wrong with crit" it's just regular variance in small sample sizes that sometimes happens.
He's more or less right about the math, but wrong about the bug. It seems to some times use more than one ammo when it shoots. Like at around 16:00, where it goes from 6 ammo to 3.
It wasn't going off significantly faster. Against Dooley the revolver shot 8 times before going to 0 ammo. When it did the Treb shot for the 7th time almost immediately after the revolver ran out of ammo. From those 8 revolver shots it crit once, and from the Treb it crit once (with it's first shot) but it seemingly didn't reload the revolver for some reason. They sort of went off at the same time but usually with interactions like that it would reload because it was the revolver hasting/shooting first that caused the Treb to charge and then be used. Anyway, 1 crit out of 8 is quite unlucky and 0 from the Treb would've been unlucky but again it looks like it did crit but didn't reload. So it was unlucky overall, but definitely still could be variance. And it at least looks like the interaction with two items going off at the same time is bugged when it comes to reloading the revolver. So Kripp definitely was justified in feeling unlucky there but idk about crit chance as a mechanic actually being bugged in general.
no problem is that the revvy is bugged. it shows visually tht you get ammo but only actually gets ammo from its own crits. its shows at 15:58 . the treb crits it adds 2 ammo but when the revvy goes off it uses 3 ammo. as if to remove the ammo gotten from treb crit
I feel like haste is too necessary. I’d almost like to see them have haste be based on rarity, where bronze/silver/gold/diamond is 1.25/1.5/1.75/2x speed
He's computing expected number of crits, and made simplified assumption assuming that both fired about the same amount of time. Expected number of total crits where p1 and p2 are their crit chances and n1 and n2 are number of times fired. EV = p1*n1 + p2*n2. If you assume n1 and n2 are equal (which he did as short hand) EV = p1*n + p2*n = (p1 + p2) * n. In any case, his back of napkin math was enough to correctly identify that revolver ammo count appears to be bugged, as it visibly dropped by three when firing at around 16 mins.
completely incorrect on the statistics of crit. 30% crit and both go off 10 times thats 3 each on average. so 6 crits. NOT 10. Also it only reloads TWO ammo per crit so the gun should run out of ammo unless treb crits to save it. Would need 50+% of crit to not run out of ammo "on average"
16:00 the revolver has 6 ammo then on next shot it is down to 3 ammo, definitely some bug going on here. From what I can see other items sometimes only charge the revolver visually, but then gets "corrected" (wrongly) once the revolver shoots
Freeze should be less effective on frozen itens, maybe even doesnt work
Or radiant should be 90% efficient - defend vs 90% freeze or destroy strikes - then it can be more common and dont feel like everything or nothing kinda deal.
utility effect should be less effective when stack
Probably need diminishing return and an invunenabality after a certain time for couples seconds, like crowd control in world of warcraft pvp. I think it should apply to slow and freeze.
it should be reduced by charging instead of charge doing nothing, and go down twice as fast if hasted and twice as slow if slowed
13:19 The "Combined crit chance" doesn't matter, the occurrence % for both critting is ~5%, Treb Crit/noRev Crit is ~10%, RevCrit/NoTreb is ~ 30%, and the chance for no crit at all is 55% per CD cycle (rather than the presented 50%).
Your "crit per cycle" rate is below 50% still, it on average does NOT keep up w/ outgoing rate (and actually gets worse the faster the Revolver goes, because shot run it goes w/o triggering Treb is only ~45% chance to replenish the ammo spent.
Both critting doesn't count as 2 crits?
This right here. You can't just add the crit of two items. It would be 50/200 in this case not 50/100.
I guarantee you he knows that. It's just much easier to add them together for a general idea of the odds. And as you say there is a 5% chance for double crit which is why the chance for any reload per round of activations is slightly lower, but the average amount of ammo reloaded is still almost the same. He was still pretty unlucky, at least in the Dooley fight before the rant, because the revolver shot 8 times and the Treb shot 7 as it ran out of ammo. So it only reloaded once out of 7 times on a 45% chance each time. That's unlucky but still admittedly within varaiance. The thing that made it seem even unluckier then it was is the fact that first Treb crit didn't reload for some reason. So he literally was still unlucky and also got slightly screwed by a bug. But you and everyone else got to do your umm akshually to feel smarter so it doesn't matter.
@@bepper66you're literally didn't understand what Kripp was saying. A crit reloads 2 ammo. So Kripp was saying that on each round of triggers at 50% total on average. Every 2 rounds of usage he should crit on average and reload 2 ammo. What you're saying would make sense if it only reloaded one. As for the actual odds it would be 45 55 as the other comment said but with a 5% chance to double reload too.
@@ROTMGmimighster the skill was changed afaik, it now only reloads 1 ammo on diamond tier
15:59 Revolver is bugged, it consumed THREE ammo in a single shot
at 15:58 The Revolver used 3 ammo at once! Did I see that right or am I missing something?
It did
seems like it only counts it's own crits. The treb crits and adds 2 ammo, but only visual. So on the next shot, it goes back to where it were if no crit had happened.
I wanted eel to be good soooo bad haha, man I lost a ton of runs trying to force him before
29:31 i would ve replaced cloak, eels is a friend
Wow! Kripp, I am so glad to see you in my RUclips feed again after all these years!
So watching this there was a glitch at 16:00 where it stripped two ammo instead of adding.
this is reynad gaslighting kripp
It used 3 ammo once
27:00 on that note its possible to have a diamond Bushel as Pyg as early as day 2 so long as its your starting item lmao
Running into Pygs with a board full of items where they all charge each other all the time is definitely wild. And here I thought making almost all the passives into cool downs was going to be a nerf
@kripparrian , Look at your gun at 16:00 it uses 3 ammo for 1 shot, which is really weird.
Kripp complains about Bushel when the opponent has FORT on day 6 lol
its definitely off to some degree - spent 3 full days with no crits with 60%+ weapon
2:15 Skipper the Kripper
27:24 eel in shop
53:36 as soon as i Saw This live, i knew that would be an RUclips video
"this basically goes off as much as that!" hm... x6 vs. x14
I mean. Close enough I guess? xD
burn and dmg can crit separatly so it's kinda multihit iteam
Exept from the fact that the revolver is faster and has 35% chance to crit so i essentially offsets the crit chance combined with treb below 50%,
it becomes even worse when crit occurs at the start of the fight when revolver is full ammo cause u are also missing 1 of the 2 ammo that is reloaded.
The faster it goes the faster treb goes as well
I really don't like the whole switch to charge. Sure, the values are currently bonkers, but I still prefer most items going through their cooldown "normally". I liked the way it was before, where charge on X items were a bit of a standout ability that took some effort to build around.
Shurkou has been praying for a radiant barrel for exactly that reason.
Freeze seems really unbalanced now. If you don't get radiant your entire build gets shut down and it's almost impossible to get to 10 wins. If you do get radiant, it can be an auto win. That's not fun to play or to watch.
Its pretty consistant to hit anti freeze on the silver skill vendor tbh, sorta on you at this point if you dont save money for rerolls on that vendor/pick upgrade instead of silver vendor and then complain about getting frozen to death
It creates a loophole where you are forced to force this skill, which even with force not making it 100% to get, in which case you fall into a pit where freeze creates infinite frustration with no counter (Last fight is just laughable, what is my actions?).
Call me crazy, but freeze is the least interactive and most annoying form of cc in this game
@@momoaa I only watch the game (waiting for official release to play it myself) but what I gather from streams and videos is that, even if it's possible to force the skill or find radiant, it's not a fun mechanic exactly because you have barely any choice.
The current meta has many viable builds but only if you get that specific skill, which is not great in my opinion. Coming from Hearthstone, it is the same as forcing every deck of every class, no matter the play style, to include the same set of 2 or 3 tech cards because otherwise you auto lose. That gets boring fast.
Shield Bash beats all meta builds at the moment
Surprised you don't think Freeze is the problem... there should be a 'thawed' period between freezes where it can't be frozen again
Cant believe he didnt take the Restorative Brick Buddy!! Beside the eel it would have went like crazy
Listen up guys: eel + windmill + dock lines + proboscis = win.
Just diamond proboscis with slow enchant is win. No need for all the other jazz
4:33 dude's heal heard Kripp talking shit and was like check this shit out and crit lmao
Honestly really amusing. Still lost but the timing was good.
Also personally I still think rather than the radiant issue I'd rather have some sort of diminishing returns on freezes. Like the goof of 99 second freeze off of the ice club effect is fine, but when you just get perma frozen off of multiple triggers it really irritates me. Even like some sort of internal timer would be interesting like maybe after you freeze for 7 seconds or some shit that can't be frozen for another 7 seconds. I don't know I'm just spitballing I'm not a game designer lol.
not a game designer indeed
The new Rapid Thaw is not only easier to get it can also pretty much make your entire board immune to freeze at Gold/Diamond. At gold it reduces freeze duration by 3 seconds. That means any freeze that isn't at least 4 seconds is just voided making it virtually impossible to perma freeze an item as getting an item to 4 second freeze is incredibly difficult.
At diamond I just don't think even highroll freeze builds are going to do anything. Diamond Rapid Thaw is a 4 second reduction, meaning the enemy would need a FIVE SECOND FREEZE to even freeze an item for 1 second. Rapid Thaw can now be found in the general skill shops and you can typically fight Joyful Jack twice a run making it way easier to fish for.
Lich is *utterly* impossible, still. Nothing beats it as far as I can see.
Doesn't Revolver only reload when it crits itself, and it ignores other items getting a crit? I think the tooltip's wrong (or the tooltip is right but it doesn't work as intended)
We demand a boulder run
The reason the revolver was running out of ammo was that it was triggering significantly faster then the treb. So it was only really using it's crit. The trebs crit couldn't be added to it
Exactly. Kripp seems very confident in his math but at the same time, it's quite wrong sometimes. A revolver with 35 crit and relevant haste uptime will eventually run out of ammo, unless you get very lucky, even if there's a 15% crit treb on the board as well.
I don't think there's something "very wrong with crit" it's just regular variance in small sample sizes that sometimes happens.
He's more or less right about the math, but wrong about the bug. It seems to some times use more than one ammo when it shoots. Like at around 16:00, where it goes from 6 ammo to 3.
It wasn't going off significantly faster. Against Dooley the revolver shot 8 times before going to 0 ammo. When it did the Treb shot for the 7th time almost immediately after the revolver ran out of ammo. From those 8 revolver shots it crit once, and from the Treb it crit once (with it's first shot) but it seemingly didn't reload the revolver for some reason. They sort of went off at the same time but usually with interactions like that it would reload because it was the revolver hasting/shooting first that caused the Treb to charge and then be used.
Anyway, 1 crit out of 8 is quite unlucky and 0 from the Treb would've been unlucky but again it looks like it did crit but didn't reload. So it was unlucky overall, but definitely still could be variance. And it at least looks like the interaction with two items going off at the same time is bugged when it comes to reloading the revolver. So Kripp definitely was justified in feeling unlucky there but idk about crit chance as a mechanic actually being bugged in general.
no problem is that the revvy is bugged. it shows visually tht you get ammo but only actually gets ammo from its own crits. its shows at 15:58 . the treb crits it adds 2 ammo but when the revvy goes off it uses 3 ammo. as if to remove the ammo gotten from treb crit
Does the treb have functionally 30% crit since it has 15% crit on burn and damage? I'm asking because I'm not sure if that's how it works
That last fight was wack
1 hour game doesnt sound too insane lmao
Icy Miss Isles btw
Sad Ending
I feel like haste is too necessary. I’d almost like to see them have haste be based on rarity, where bronze/silver/gold/diamond is 1.25/1.5/1.75/2x speed
I cant believe this noob picked sheild enchant over poison on the eels. Kripp sure does like picking the 'alternative' options...
He proceeded to slap everything else in the game except for getting freeze spammed at the end...? Seems like a good choice to me.
Perhaps radiant should be nerfed to reduce the effects by 50%.
in the first quarter of the video, Kripp discovers variance
49:40 pwned
Yes I have consistent 10 wins with EEL.
No 10 wins? Eels bad man
Sorry, couldn't counter perma freeze from my goat Pier
It is indeed sus.
I am i grad school for mathematics. I’m sorry Kripp but you are wrong about how the crit rates work
He's computing expected number of crits, and made simplified assumption assuming that both fired about the same amount of time. Expected number of total crits where p1 and p2 are their crit chances and n1 and n2 are number of times fired.
EV = p1*n1 + p2*n2.
If you assume n1 and n2 are equal (which he did as short hand)
EV = p1*n + p2*n = (p1 + p2) * n.
In any case, his back of napkin math was enough to correctly identify that revolver ammo count appears to be bugged, as it visibly dropped by three when firing at around 16 mins.
completely incorrect on the statistics of crit. 30% crit and both go off 10 times thats 3 each on average. so 6 crits. NOT 10. Also it only reloads TWO ammo per crit so the gun should run out of ammo unless treb crits to save it. Would need 50+% of crit to not run out of ammo "on average"
doesnt watch the fights, complaints about not getting crits when getting crits
LOLOL bro literally doesn't understand statistics and then says it proves there's something wrong.
failed basic maths