They really did implement it in the most shitty, unoptimized design possible "Just redo every calculation again if they have it!" Comp sci professors would give you an F for that implementation.
Small clarification: Proc coefficient can go above 1.0, but there aren'tmany sources with that high of a coefficient. For example, Railgunner's special has a 3.0 proc coefficient. This means chance based items like ATG Missle and Ukelele have triple the chance of being activated, and debuffed affected by the coefficient like bleed have triple the duration.
"Very rare artifact! An ancient ukulele, from the legendary artist born on Mars. It was said that he was a son of a god, gifted with the power of lighting himself. People say that he was the most humble man... and that his music was simply... electric." - Ukulele item log, Risk of Rain 1
The most important thing above all these numbers is attack speed 5%/8% is small BUT if you throw out 200 attacks in 5 seconds (=/- proc chains) your gonna get something to happen
This is some grade A content right here. Really glad to see there are more resources being made for players that go beyond the wikipedia. Hope to see more from the site in the future!
The Huntress' Flurry works very funny around damage procs. Items that scale off its base damage calculate that damage off ALL 3 (or 6) arrows, then multiplies this total damage by the combined 2.1x (or 4.2x) proc coefficient. A normal Flurry gives 6.2x damage to item procs, but a crits add a whopping 25.2x scale to item procs. I noticed this around the Shuriken. I don't know if *just* the Shuriken behaves this way, but it sure adds a lot of early-game damage as a Huntress.
A lot of the ways that proc coefficient affects dont make sense in the live game, but they used to make sense. Right now, procs like ATGs which do total damage would be automatically balanced for all attacks, only attacks with lower proc coefficients have lower proc chance for these items, meaning these attacks are simply automatically worse. But once upon a time, these total damage procs used to deal base damage instead, meaning that fast attacks were always better with proc items. Proc coefficient was the mechanic in place to counteract this, it was MEANT to balance the strength of damage-agnostic procs (all of them at the time) between attacks with different hit rates. But now that so many procs are based on total damage, it's pointless and kind of harmful. Hopoo really should give a pass through all the effects, and change damage based procs to not be influenced by proc coefficient. Especiallg with procs that double dip into proc coefficient, like bleed, which are exponentially affected by nonzero proc coefficients.
another small thing Behemoths explosion range is also affected by proc coefficients so Huntress Arrow Rain makes many small explosions but Railgunners special makes a big boom
I must be a dingus because I don't understand what this video has to do with buying 1 vs buying multiple. I always thought the reason not to buy more was simply that buying more only increases the number of nearby enemies hit, and clumps of enemies only get so big before you'd just be one-shotting everything anyway even if you had 0 ukes.
Fun fact: proc chains on console risk of rain 2 are more busted because of a double dip bug, what i mean is every single damage increase via items gets reapply through the proc chains....
the "and his music was electric", is a reference to the componist of risk of rain's soundtracks. It had the same item description in the first game, if I'm not mistaken.
Keep in mind items with low proc coefficients is mainly because they hit multiple times. A ukulele with 0.2 would be multiplied by however many enemies you hit, though the damage of the chains would be pretty poor on this item, like a 60% damage atg.
I thought i left open cult of the lamb but then just realised it was your video lol. Nice vid, there is s mod that gives items better descriptions and it shows weapon proc coefficient aswell which changed so much for my gameplay and runs
Except that's wrong. If you don't have multiple chance-based items (like he said in the video) why bother wasting 5 greens that will probably help you more immediately?
Been watcNice tutorialng your vids for a good few weeks now, learning new sNice tutorialt each day. my worksoftow has improved so much since watcNice tutorialng
One thing you should add about luck is that the higher the probability of something happening is, the less impact it will have. A 50% proc chance is hit a lot harder then a 75% proc chance.
Incorrect, the farther away something is from 50% the less it will be affected by Clover At 50% your chance with a reroll jumps to 75%, a 25%p increase. At 0% and 100% respectively, you will stay at where you were at, giving you 0%p more chance, at 10% and 90% you jump to 19% and 99% respectively, giving you a 9%p increase in oroc chance
W backround music choice, cult of the lamb is a blast. If you ever decide to branch out to other video game content, cult of the lamb would be an amazing start.
the simplest way to explain 57 Leaf and Purity to a BIG TIME NERD (people who play ROR2) is that they work like advantage and disadvantage respectively in D&D
Descriptions are vague because... you don't need to know. Nothing's gonna screw you over other than maybe void items. Also helps you keep going without stopping to read stuff.
Thought I knew everything, didn’t know duration was effected by proc! Also I think Diablo strike and other mega attacks should be above 1 proc like rail gunner but I think they aren’t because either dlc or the other devs (not hopoo) decided that
I always had the impression that you were a younger man. It's really cool to see a grandfather on the internet who plays video games. My grandfather is deceased, but I didn't know him well so it's ok.
This is the first proc video I’ve watched where I actually know what is being talked about. Idk if that makes you smart or me stupid. Probably both. Self-hatred aside, I wanna thank you for this video. It is very helpful. I’m not very good at Risk of Rain 2 but I can pretend to be now that I know about procs.
Ahhh I loved this, but I couldn't help but be surprised when the video ended. I felt like you were going to reach another conclusion. Still REALLY good video tho, I didnt realize 90% of this stuff.
5:30 for 3 items the amount of chains should be 6 (3!), similar for 4 items, it should be 24 (4!) Maybe I'm missing something but I don't see how he got these numbers
Having 3 items doesn't mean the proc chain is gonna include all 3 items. E.g. an ATG into a uke is 1 chain, ATG into uke into murf is another. And then also split proc paths from another proc
5:33 I believe that the nubmers should be 2, 6, and 24 repectively. Consider the instance with 3 items: there are 3 ways that the initial attack can proc (1 for each item). Then for each of those, there are 2 ways that a second item can proc (1 for each item except the first that procced). Finally, there is only 1 item left to proc, so 3 x 2 x 1 is 6.
He is also considering the fact that a shorter chain could occur in which case there are 6 additional 2 length chains that could occur for 12 total chains.
Question; how does the proc uniqueness rule apply to proc tress (as you called them)? Say you have three proc items, A, B, and C. You use an ability and it procs A. A then procs both B *and* C. In a sense, you now have two different chains going: AB and AC. Can the AB chain now proc C, or is it now forbidden because C already procced in the tree? On a similar token, how does the uniqueness rule apply when a single ability procs two items at the same time? Say you have proc items A and B. You use an ability and it procs both A *and* B. Can A now proc B, or is it forbidden because it was already procced by the initial ability?
Should have mentioned the hidden passive of the clover. Each next clover after the second increases the chance for the game too crash.
LOL
KEKW
XD
I made a missile build with 6 clovers... it was fun to see my game become a screenshot
They really did implement it in the most shitty, unoptimized design possible
"Just redo every calculation again if they have it!" Comp sci professors would give you an F for that implementation.
this grandpa has dementia he forgot crit works diffrently on gunny wunny
what a rotten thing to say...
gunny wunny
Gunny wunny
The gussy wussy
@@spooxd7655 no. Bad.
Small clarification: Proc coefficient can go above 1.0, but there aren'tmany sources with that high of a coefficient. For example, Railgunner's special has a 3.0 proc coefficient. This means chance based items like ATG Missle and Ukelele have triple the chance of being activated, and debuffed affected by the coefficient like bleed have triple the duration.
Certain enemy attacks go above 1.0 as well
No wonder all hell breaks loose every time I fire it when looping.
@@marquess2004 it's also helped by the insane damage, making proc chains not only more likely, but stronger
doesn't only cryocharge and supercharge have above 1.0? 1.5 and 3.0 respectively. Surprising diablo strike isn't higher now that I think about it
@@RycoonGalloy i think the cryo one is only 1.0
"Very rare artifact! An ancient ukulele, from the legendary artist born on Mars. It was said that he was a son of a god, gifted with the power of lighting himself. People say that he was the most humble man... and that his music was simply... electric." - Ukulele item log, Risk of Rain 1
The most important thing above all these numbers is attack speed
5%/8% is small BUT if you throw out 200 attacks in 5 seconds (=/- proc chains) your gonna get something to happen
Speed. Speed is war
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^THISSSSSSSSSS
Bro is the Reverse Flash. Instilling violence against the local
This is some grade A content right here. Really glad to see there are more resources being made for players that go beyond the wikipedia. Hope to see more from the site in the future!
The Huntress' Flurry works very funny around damage procs.
Items that scale off its base damage calculate that damage off ALL 3 (or 6) arrows, then multiplies this total damage by the combined 2.1x (or 4.2x) proc coefficient.
A normal Flurry gives 6.2x damage to item procs, but a crits add a whopping 25.2x scale to item procs.
I noticed this around the Shuriken. I don't know if *just* the Shuriken behaves this way, but it sure adds a lot of early-game damage as a Huntress.
Great video!
Note: Rail Gunner's Supercharged Railgun has proc coefficient 3 1:07
Math make numbers.
Numbers smash, make BIG numbers.
BIG numbers good.
Math good.
A lot of the ways that proc coefficient affects dont make sense in the live game, but they used to make sense. Right now, procs like ATGs which do total damage would be automatically balanced for all attacks, only attacks with lower proc coefficients have lower proc chance for these items, meaning these attacks are simply automatically worse. But once upon a time, these total damage procs used to deal base damage instead, meaning that fast attacks were always better with proc items. Proc coefficient was the mechanic in place to counteract this, it was MEANT to balance the strength of damage-agnostic procs (all of them at the time) between attacks with different hit rates. But now that so many procs are based on total damage, it's pointless and kind of harmful. Hopoo really should give a pass through all the effects, and change damage based procs to not be influenced by proc coefficient. Especiallg with procs that double dip into proc coefficient, like bleed, which are exponentially affected by nonzero proc coefficients.
another small thing
Behemoths explosion range is also affected by proc coefficients
so Huntress Arrow Rain makes many small explosions
but Railgunners special makes a big boom
Great video. Love how you break down the mechanic so that it makes sense!
As someone with 3 hours in the game I understood none of this. Maybe I should come back later lol
Same even tho i have 18h
This is actually really cool. Your uploads never disappoint!
Cult of the lamb music, excellent choice my friend!
and then the Crono Trigger music right after
I say this is why mods are essential to playing Risk of Rain optimally. The BetterHUD mod alone shows proc co-efficients in game, which help a ton.
*cries in console
I still dont understand how this isnt just an option in the base game
@@gataylor6982 because it’s made for players who actually care about the information. Don’t forget about the players who just play the game for fun
@@orlandoservin5492 ur forgetting that games have options
@@fugololyeah, and it should be an option, not a mod
I remember in early access when Runald's/Kjaros were proc chain items. It was so easy to get crazy busted proc chains going back then.
good video made better by cult of lamb music
2:53 did I just hear you say Goku?
I'm glad someone went and decided to go in detail in procs. Sadly I already knew of these. But it's good to get a reminder
Ok, I've barely started a video.
Cult of the Lamb music. A pog from me.
This video is a great way to explain why you should get 1 Ukulele with most characters.
I must be a dingus because I don't understand what this video has to do with buying 1 vs buying multiple. I always thought the reason not to buy more was simply that buying more only increases the number of nearby enemies hit, and clumps of enemies only get so big before you'd just be one-shotting everything anyway even if you had 0 ukes.
THE CULT OF THE LAMB TUNES GOT ME BOPPIN
Fun fact: proc chains on console risk of rain 2 are more busted because of a double dip bug, what i mean is every single damage increase via items gets reapply through the proc chains....
For a second I thought I was playing too much cult of the lamb
tyvm, when i get fed up of playing I watch a few vids on how the game works and then I've got my attention back.
This vid is amazing! cleared up so many confusing things nobody really covered before.
the "and his music was electric", is a reference to the componist of risk of rain's soundtracks. It had the same item description in the first game, if I'm not mistaken.
I actually really like the ‘non-descriptions’. I think they’re cool, and for the most part in both games they’re mostly on really good items.
when I started playing this game in 2021 I thought the ukulele was a cosmetic item
The CotL music such a bop for a commentary video
i van really tell that hours of effort was put into this video and i love it. (also the cult of the lamb music mixes amazingly with the video)
Keep in mind items with low proc coefficients is mainly because they hit multiple times. A ukulele with 0.2 would be multiplied by however many enemies you hit, though the damage of the chains would be pretty poor on this item, like a 60% damage atg.
Very informative video and hopefully it becomes a staple for those learning the game! 200 hours in the game and I know how proc chains actually work
Loving the Cult of the Lamb music lol, what a good game
Cult of the lamb released some days ago and its music already became a cult
finaly someone that explains this stuff properly and not speak a unknown languare. actualy triggers me how long this took to find.
I thought i left open cult of the lamb but then just realised it was your video lol. Nice vid, there is s mod that gives items better descriptions and it shows weapon proc coefficient aswell which changed so much for my gameplay and runs
6:49 yes, it literally always does, literally. It's not a gamble, a clover is a won run, you don't not take one if you have the chance to take one.
Except that's wrong. If you don't have multiple chance-based items (like he said in the video) why bother wasting 5 greens that will probably help you more immediately?
Been watcNice tutorialng your vids for a good few weeks now, learning new sNice tutorialt each day. my worksoftow has improved so much since watcNice tutorialng
One thing you should add about luck is that the higher the probability of something happening is, the less impact it will have. A 50% proc chance is hit a lot harder then a 75% proc chance.
Incorrect, the farther away something is from 50% the less it will be affected by Clover
At 50% your chance with a reroll jumps to 75%, a 25%p increase. At 0% and 100% respectively, you will stay at where you were at, giving you 0%p more chance, at 10% and 90% you jump to 19% and 99% respectively, giving you a 9%p increase in oroc chance
Ok but that guy you showed when you were talking about graphs, he taught me everything I know about math (and math antics)
Everything is a 50/50. Either it happens or it doesnt.
W backround music choice, cult of the lamb is a blast. If you ever decide to branch out to other video game content, cult of the lamb would be an amazing start.
Fantastic information with chrono trigger music. I could not be happier
2 videos in a week? Let's go.
This man out here teaching probably and statistics in risk of rain.
getthatshizzouttahere
i like to see comunities trying to escape the shackles of fandom predatory wiki practices
I knew some info on procs already but the info u gave is really helpful and really simple for my smoll brain to understand appreciate it 👍
i have absurd numbers of hours in this game and only suspected this was a thing but didnt know for sure thank you for this lol
Kudos on the Zeal theme. Also, just a reminder that Better UI shows proc coefficients in game.
So glad I found this channel. Most efficient and informative gaming content
the simplest way to explain 57 Leaf and Purity to a BIG TIME NERD (people who play ROR2) is that they work like advantage and disadvantage respectively in D&D
love that we can learn combinatorics just to get an advantage in this game
Descriptions are vague because... you don't need to know. Nothing's gonna screw you over other than maybe void items. Also helps you keep going without stopping to read stuff.
great video, lots of info packed in and its perfect since ive been getting back into the game. subbed for great info and chrono music :)
chain up
The thing that I didn't know it was the order could be "remixed" and, by consequence, the more procs you have, the better.
…and his music is still electric.
I can't begin to state how helpful this was for me
I knew about the proc coefficient affecting proc chances, didn't know it modified durations and other things tho. Great vid, thanks for the info.
The only this that I didn’t already know was the specific number for each items proc chance
Loved the video! I can tell a lot of effort went into it, keep up the great work
God the Cult of the Lamb soundtrack is so hard
Great vid as awlays my guy, puts my transitions to shame pepeW
Thought I knew everything, didn’t know duration was effected by proc!
Also I think Diablo strike and other mega attacks should be above 1 proc like rail gunner but I think they aren’t because either dlc or the other devs (not hopoo) decided that
Cult of the lamb sound track is so good man
I’ll keep this in mind when I get 8x fireworks and 6x cautious slugs in my next run.
I always had the impression that you were a younger man. It's really cool to see a grandfather on the internet who plays video games. My grandfather is deceased, but I didn't know him well so it's ok.
Thanks for the great video, if only the chrono trigger music wasn't distracting me half way through
Cult of the Lamb music is just so damn good
I learned that I still suck at math as much as I did back in school. Still a nice refresher though, I started playing again recently.
This is the first proc video I’ve watched where I actually know what is being talked about. Idk if that makes you smart or me stupid. Probably both.
Self-hatred aside, I wanna thank you for this video. It is very helpful. I’m not very good at Risk of Rain 2 but I can pretend to be now that I know about procs.
Ahhh I loved this, but I couldn't help but be surprised when the video ended. I felt like you were going to reach another conclusion. Still REALLY good video tho, I didnt realize 90% of this stuff.
channel, I want that soft to be the sa in other desired channels without having to go there and doing manually.
OMG THE CULT OF THE LAMB MUSIC IS TOO GOOD
5:30 for 3 items the amount of chains should be 6 (3!), similar for 4 items, it should be 24 (4!)
Maybe I'm missing something but I don't see how he got these numbers
Having 3 items doesn't mean the proc chain is gonna include all 3 items. E.g. an ATG into a uke is 1 chain, ATG into uke into murf is another.
And then also split proc paths from another proc
the cult of the lamb music is so wavy
Had to leave a like for the excellent music selection
Cult of the lamb music is a nice touch)
This is a beautiful summary. Thank you for your service.
Literally the day I discover you, you upload. what the fuck
I haven't played risk of rain in ages but goddamn this video is amazing
shout out from brazil, great content helped me a lot
Awesome video man, thanks for making it. Definitely cleared up quite a bit of confusion on my part around proc co-efficients and the like.
amazing video thank you i needed this
Imma be honest, the one thing i learned is that clover works on lost seer's lenses. For some reason I was sure that was not the case
2 minutes in and now i know why it feels like bleed doesnt last as long on Captain
I love the inclusion of 'cult of the lamb' soundtrack.
Bozeman science reference is top tier
I like your funny words, magic man
Love your stuff so much man!! Keep up the good work!
idk about the first minute of the video his music is electric perfectly describes the ukulele
Also, it's never explained in game that on-hit effects scale on the damage of the triggering effect.
All I got from this is that I need even MOAR attack speed.
your Chrono Trigger OST is showing 👀👀👀
Railgunner's R has proc coefficient 2, so not all abilities are in between 0 and 1
5:33 I believe that the nubmers should be 2, 6, and 24 repectively. Consider the instance with 3 items: there are 3 ways that the initial attack can proc (1 for each item). Then for each of those, there are 2 ways that a second item can proc (1 for each item except the first that procced). Finally, there is only 1 item left to proc, so 3 x 2 x 1 is 6.
He is also considering the fact that a shorter chain could occur in which case there are 6 additional 2 length chains that could occur for 12 total chains.
Off to go fishing with my grandson 😅😅
Very helpful video. Thank you!!
Question; how does the proc uniqueness rule apply to proc tress (as you called them)?
Say you have three proc items, A, B, and C. You use an ability and it procs A. A then procs both B *and* C. In a sense, you now have two different chains going: AB and AC. Can the AB chain now proc C, or is it now forbidden because C already procced in the tree?
On a similar token, how does the uniqueness rule apply when a single ability procs two items at the same time? Say you have proc items A and B. You use an ability and it procs both A *and* B. Can A now proc B, or is it forbidden because it was already procced by the initial ability?