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Game mechanics/Hero

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{{Main|Combo}}
 
{{Main|Combo}}
   
If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1{{st}} two hits have their damage multiplied by 1 (i.e. no change), while the 3{{rd}} hit is multiplied by 1.2, the 4{{th}} by 1.4, the 5{{th}} by 1.6, etc.
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If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1{{st}} two hits have their damage multiplied by 1 (i.e. no change), while the 3{{rd}} hit is multiplied by 1.2, the 4{{th}} by 1.4, the 5{{th}} by 1.6, et c.
   
However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1{{st}} and 2{{nd}} successful hit, 1.1 turns again between the 2{{nd}} and 3{{rd}}, 1.01 between the 3{{rd}} and 4{{th}}, 0.91 between the 4{{th}} and 5{{th}}, 0.81 between the 5{{th}} and 6{{th}}, etc. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.
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However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1{{st}} and 2{{nd}} successful hit, 1.1 turns again between the 2{{nd}} and 3{{rd}}, 1.01 between the 3{{rd}} and 4{{th}}, 0.91 between the 4{{th}} and 5{{th}}, 0.81 between the 5{{th}} and 6{{th}}, et c. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.
   
 
As there should be a negative time (-0.09 turns) between the 14{{th}} and 15{{th}} successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13{{th}} and 14{{th}} successful hits is 0.01 turns), which can be reached only with a [[Knuckleduster]] (speed = 2) and [[Ring of Haste|haste level]] of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with [[Hero's remains]]. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.
 
As there should be a negative time (-0.09 turns) between the 14{{th}} and 15{{th}} successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13{{th}} and 14{{th}} successful hits is 0.01 turns), which can be reached only with a [[Knuckleduster]] (speed = 2) and [[Ring of Haste|haste level]] of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with [[Hero's remains]]. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.
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