Now here's my idea for a new brotato character. Name: Lu Bu Effects: Every stage has a boss and 50% more enemies. Begin with 20% more damage, 20 melee damage, 20 range damage, gain 25% more experience and 25% more materials. Also comes with a brand new weapon that gains bonus damage from both melee and range stats. Lu Bu: Can anyone provide me with a decent challenge?
nah, the base damage is too big, he can use nearly all weapon with no debuff and 25% more exp make 50% more enemies look like a passive buff for him. Make it 10 dame and its good
@17:35 Not sure if you're distracted by having to talk for the video or are unaware, but for Waves 14+ those annoying small slug shooter guys spawn 3 at a time from every fat slug thing you kill. The way I've adjusted to handling them with short range builds is to keep an eye out for the fat ones so I can kill the small ones as soon as they spawn because they are a nightmare once they spread out. And if anyone reading is new, there you go, there's your tip for Wave 14. Double back when you kill the fat slugs so small ones don't overwhelm you. ;D
Yeah. You stand as close to the spot where the three dickheads spawn as possible, but not on them, because you don't want them spawning elsewhere, and you one-shot all three at once r if ur damage is high enough. If you prioritize the slugs like this, waves that feature them aren't too bad. 😅
although preferably it'd be best to have a close range build semi-tanky enough to just run through and kill everyone with a dodge decent enough to not die. but thats assuming all goes perfectly well
I did ghost axes and flints until about wave 18 and switched out for a tier 3 and tier 4 shield and it absolutely smacked, def agree with what you were saying about trying it out that way, the scaling was crazy by the time i got the shields
Armor value is actually linear! The % damage decrease goes up in value in the higher percentages. Example: If an enemy deals 10 damage, and you go from 10% less damage to 20% less damage, you take 8 instead of 9 damage. That's roughly an 11% decrease in damage you actually take. If you go from 80% less damage to 90% less damage, you take 1 instead of 2 damage. That is a *50%* decrease in the damage you take. So taking extra armor is always worth it, it does not actually decrease in value the more armor you have!
The effective increase on armor is linear, the comparative value is not (it decreases). Armor reduces the damage you take by 6% for every armor point, but 6% of the remaining value. So let's say you have 50% damage reduction, then the next point in damage reduction reduces total damage taken by 3%. Just to understand why that matters: 5 armor points reduce your damage taken from 100% to 75%.
@@DexTag Oh right, I hadn't considered the comparative value between the two, just the absolute value of what armor does and how it reduces damage (which sometimes is a bit counterintuitive, I think)
So I guess it is usually: damage avoidance --> damage reduction --> healing. So here dodge and armour are the focuses? btw I like the javalins as they boost speed and armour -- will try shields out though
That charater really *rocks*-
Fr
W comment 😂😂 👍
Rock solid
Profile checks out
oh no, CRINGE! (dies of death)
In this episode, Dex finally gets his armor.
Now here's my idea for a new brotato character. Name: Lu Bu Effects: Every stage has a boss and 50% more enemies. Begin with 20% more damage, 20 melee damage, 20 range damage, gain 25% more experience and 25% more materials. Also comes with a brand new weapon that gains bonus damage from both melee and range stats. Lu Bu: Can anyone provide me with a decent challenge?
nah, the base damage is too big, he can use nearly all weapon with no debuff and 25% more exp make 50% more enemies look like a passive buff for him. Make it 10 dame and its good
@17:35 Not sure if you're distracted by having to talk for the video or are unaware, but for Waves 14+ those annoying small slug shooter guys spawn 3 at a time from every fat slug thing you kill. The way I've adjusted to handling them with short range builds is to keep an eye out for the fat ones so I can kill the small ones as soon as they spawn because they are a nightmare once they spread out.
And if anyone reading is new, there you go, there's your tip for Wave 14. Double back when you kill the fat slugs so small ones don't overwhelm you. ;D
Yeah. You stand as close to the spot where the three dickheads spawn as possible, but not on them, because you don't want them spawning elsewhere, and you one-shot all three at once r if ur damage is high enough. If you prioritize the slugs like this, waves that feature them aren't too bad. 😅
although preferably it'd be best to have a close range build semi-tanky enough to just run through and kill everyone with a dodge decent enough to not die. but thats assuming all goes perfectly well
You can stand on the red x's so they dont spawn at all😊
I did ghost axes and flints until about wave 18 and switched out for a tier 3 and tier 4 shield and it absolutely smacked, def agree with what you were saying about trying it out that way, the scaling was crazy by the time i got the shields
Armor value is actually linear! The % damage decrease goes up in value in the higher percentages. Example: If an enemy deals 10 damage, and you go from 10% less damage to 20% less damage, you take 8 instead of 9 damage. That's roughly an 11% decrease in damage you actually take. If you go from 80% less damage to 90% less damage, you take 1 instead of 2 damage. That is a *50%* decrease in the damage you take. So taking extra armor is always worth it, it does not actually decrease in value the more armor you have!
The effective increase on armor is linear, the comparative value is not (it decreases).
Armor reduces the damage you take by 6% for every armor point, but 6% of the remaining value. So let's say you have 50% damage reduction, then the next point in damage reduction reduces total damage taken by 3%.
Just to understand why that matters:
5 armor points reduce your damage taken from 100% to 75%.
@@DexTag Oh right, I hadn't considered the comparative value between the two, just the absolute value of what armor does and how it reduces damage (which sometimes is a bit counterintuitive, I think)
Have you seen the mobile version of Brotato Dex? They give you talent card which gives you extra stats permanently!
So I guess it is usually: damage avoidance --> damage reduction --> healing. So here dodge and armour are the focuses? btw I like the javalins as they boost speed and armour -- will try shields out though
Yes did the same kind of run - spiked shield is amazing for this guy, and i landed anvil for the bonus.
So so much fun :D
They removed the shield from him?
Love you work!
It's not defense when that defense translates to offense
I love your vids man
The guidelines💀
You got time to grinds card
Don't have recover and you don't take dodge?... hmmmmmmm
Nice trade off for not healing
Armor and dodge combo
God
How do you show your weapon color during the wave
Boni c:
Boni
nice
Boni