Full Clear downpour acting like it got told the funniest joke ever Used to playing real slow so maybe this'll be nice to push me out of the comfort zone
i personally don't like how downpour changes the other difficulties, with it on I'm forced to have a greater challenge unlike say typhoon where i can CHOOSE to have a challenge
(try inferno if you want greater challenge without the forcing bit, though i consider its difficulties to be quite frontloaded hence the inferno downpour)
Great mod. I wanted to ask about the "Rework All Difficulties" and "Rework Inferno" options cause I'm a bit confused on them. Does disabling the first option affect Downpour in anyway? Should I be having it enabled to have downpour working properly? Second, how is "Rework Inferno" different from playing brimstone? I'm just kinda confused on how they work
"Rework All Difficulties" will affect difficulties *outside* Downpour, Inferno and Brimstone. They will gain *some* exponential scaling but not as ridiculous as the new difficulty itself. "Reworked Inferno" starts faster than Brimstone, but scales much slower as the exponent is smaller.
@@prodzpod Ohh that clears it up. I was confused on it cause I thought it meant "All non-inferno + downpour + brimstone difficulties will be reworked". Thanks for the fast reply. I'll be playing on it for a while to see how it works. Edit: Oh yeah 1 more last question. Is the gup rework only on Downpour/Brimstone or universal across all with the mod? thanks again
I really like the concept of this but man it's hard, do you have any tips? I have no idea how to beat this especially on harder difficulties where money is reduced
@@prodzpodI know most of the vanilla strategies but I'm used to spending like 10 minutes per stage and being fine which I obviously can't do here lol I've attempted farming for a few things and just rushing the tp only buying what's near but I still get outscaled with both approaches (I may just be bad though, I've only been attempting it for like 10 runs at this point)
I don't think I understand the video; the mod is aimed to encourage faster gameplay but it seems like full clearing is still winning in all categories, where rushing in the new changes is still worse than fullclearing in the vanilla changes, and is also worse than the new changes as well. Average being the same. The enemy lvl is lower, the scaling is lower, which doesn't seem to be showcasing an encouraged faster gameplay. am i reading this wrong? the only time the opposite is the case is in the downpour difficulty, but I thought it was supposed to affect all difficulties?
in the reworked non-downpour difficulty, stage scaling still comes into effect. Therefore it is not fair to compare rushing at 16 minutes to full clearing at 16 minutes- but rather entry of level 3 at rushing and full clearing, for example. you can notice a definite increase in gap between them pre and post rework, and this gap widens as you advance to higher stages. The initial scaling is lower to make earlygame more fair, as you don't have the items to really go fast with. for example, level at level 10 entry is 42/59/59 on pre-reworked rushing, 87/126/126 on pre-reworked full clear, with a 45/67/67 difference. the reworked version is 35/60/60 compared to 171/438/428, with a 136/378/368 difference. 2x enemy stats can be shrugged off quite easily, while 8 times is a different story.
this is also just taking permanent scaling into account. downpour introduces a "temporary scaling" that resets to 0 every time you advance a stage. to see the effect of temporary scaling, compare the exit difficulty of each stage between the strategies and difficulties.
@@prodzpod I do recognize the difference in gaps, but where I stop understanding is that, despite the difference in gaps both post and pre rework, POST REWORK rushing still grants worse results than both PRE REWORK AND POST REWORK full clearing, which to me seems to not at all explain the encouraging of faster gameplay. Could you explain it in nigh-caveman terms? Not only has is been some time since I've last played this game it's also been some time since I've worried about doing any math or critical thinking LOL
@@adam-px2ye with rushing the scaling is very similar pre and post rework (monsoon stage 10 exit lv77 vs lv93), but with full clearing its lv105 vs lv420. the scaling disproportionately affects full clearing players to have a harder challenge - and it mitigates the increased looting potential and higher stats of full clearing players. it doesnt matter if your damage is double if the enemy stats are quadrupled.
@@youknowihadtodoittoem3579 already got grilled by prodz, I know its configureable, but if I'm being honorable with it configuring it to the point of practical nonexistence defeats the purpose.
Spent a little too much time on sirens call, immediately shot up to a full HAHAHA bar, 10/10 would play again
that temp scaling no joke, AWU is finally a choice
Full Clear downpour acting like it got told the funniest joke ever
Used to playing real slow so maybe this'll be nice to push me out of the comfort zone
i personally don't like how downpour changes the other difficulties, with it on I'm forced to have a greater challenge unlike say typhoon where i can CHOOSE to have a challenge
you can turn them off with configs, and typhoon isnt that much of a challenge imo lol
(try inferno if you want greater challenge without the forcing bit, though i consider its difficulties to be quite frontloaded hence the inferno downpour)
@@prodzpod typhoon is def a challenge for normal people...
Great mod. I wanted to ask about the "Rework All Difficulties" and "Rework Inferno" options cause I'm a bit confused on them. Does disabling the first option affect Downpour in anyway? Should I be having it enabled to have downpour working properly?
Second, how is "Rework Inferno" different from playing brimstone?
I'm just kinda confused on how they work
"Rework All Difficulties" will affect difficulties *outside* Downpour, Inferno and Brimstone.
They will gain *some* exponential scaling but not as ridiculous as the new difficulty itself. "Reworked Inferno" starts faster than Brimstone, but scales much slower as the exponent is smaller.
@@prodzpod Ohh that clears it up. I was confused on it cause I thought it meant "All non-inferno + downpour + brimstone difficulties will be reworked". Thanks for the fast reply. I'll be playing on it for a while to see how it works.
Edit: Oh yeah 1 more last question. Is the gup rework only on Downpour/Brimstone or universal across all with the mod? thanks again
@@yukonii0 should work across all difficulties
I really like the concept of this but man it's hard, do you have any tips? I have no idea how to beat this especially on harder difficulties where money is reduced
you know the firefly technique yes
@@prodzpodno what's that?
@@a_cats teleporters have a firefly like particle around it, you can use it to spot its location (blue for primordial)
@@prodzpodohh I know that lmao, I just didn't know it was called the firefly technique
@@prodzpodI know most of the vanilla strategies but I'm used to spending like 10 minutes per stage and being fine which I obviously can't do here lol
I've attempted farming for a few things and just rushing the tp only buying what's near but I still get outscaled with both approaches (I may just be bad though, I've only been attempting it for like 10 runs at this point)
I don't think I understand the video; the mod is aimed to encourage faster gameplay but it seems like full clearing is still winning in all categories, where rushing in the new changes is still worse than fullclearing in the vanilla changes, and is also worse than the new changes as well. Average being the same. The enemy lvl is lower, the scaling is lower, which doesn't seem to be showcasing an encouraged faster gameplay.
am i reading this wrong? the only time the opposite is the case is in the downpour difficulty, but I thought it was supposed to affect all difficulties?
in the reworked non-downpour difficulty, stage scaling still comes into effect. Therefore it is not fair to compare rushing at 16 minutes to full clearing at 16 minutes- but rather entry of level 3 at rushing and full clearing, for example. you can notice a definite increase in gap between them pre and post rework, and this gap widens as you advance to higher stages.
The initial scaling is lower to make earlygame more fair, as you don't have the items to really go fast with.
for example, level at level 10 entry is 42/59/59 on pre-reworked rushing, 87/126/126 on pre-reworked full clear, with a 45/67/67 difference. the reworked version is 35/60/60 compared to 171/438/428, with a 136/378/368 difference. 2x enemy stats can be shrugged off quite easily, while 8 times is a different story.
this is also just taking permanent scaling into account. downpour introduces a "temporary scaling" that resets to 0 every time you advance a stage. to see the effect of temporary scaling, compare the exit difficulty of each stage between the strategies and difficulties.
@@prodzpod I do recognize the difference in gaps, but where I stop understanding is that, despite the difference in gaps both post and pre rework, POST REWORK rushing still grants worse results than both PRE REWORK AND POST REWORK full clearing, which to me seems to not at all explain the encouraging of faster gameplay. Could you explain it in nigh-caveman terms? Not only has is been some time since I've last played this game it's also been some time since I've worried about doing any math or critical thinking LOL
@@adam-px2ye with rushing the scaling is very similar pre and post rework (monsoon stage 10 exit lv77 vs lv93), but with full clearing its lv105 vs lv420. the scaling disproportionately affects full clearing players to have a harder challenge - and it mitigates the increased looting potential and higher stats of full clearing players. it doesnt matter if your damage is double if the enemy stats are quadrupled.
thats a little scary lmao
so watching that full clear meter shoot up, not a mod for me. noted. I refuse to be rushed. I must clean the planet.
shouldve figured that from the first sentence of the mod description
@@prodzpod I mean, it said "encourage" and "configurable". not "points a gun to your head"/"for speed runners"
@@DarkmegaGaming it is configurable, feel free to lower the speed setting if you'd like. 5 minute is not "speedrunning" though lol
You can literally configure it to increase difficulty every 2 ingame hours if you wanted to
@@youknowihadtodoittoem3579 already got grilled by prodz, I know its configureable, but if I'm being honorable with it configuring it to the point of practical nonexistence defeats the purpose.