One stretches out horizontally and requires you to island hop as you try to avoid deviously placed arrow traps and fight off enemies in very tight quarters another takes the opposite approach and demands that you climb upwards with pinpoint-precise platforming sections. There are six unique locations in Rogue Legacy 2, and unlike the original’s four – which largely felt very similar outside of having different enemies, a few different room layouts, and a distinct backdrop – the areas in Rogue Legacy 2 all present unique challenges. The expanded class system is fantastic, but what truly makes Rogue Legacy feel exponentially bigger and bolder than its predecessor is its enormous and diverse interconnected world. Thankfully, every new run of Rogue Legacy allows you to choose between three randomly rolled characters, and very rarely did I ever find myself having to pick a character that had a trait that was miserable to play with. The most debilitating ones, like for example, the pacifism quirk which takes away your ability to deal any damage, come with incentives that can dramatically increase the amount of gold you collect while being afflicted with them, but I never found the trade-off worth the degree to which they hindered my playstyle. The first couple times you see them, traits can be fun ways to provide some variety to each run, and some are even required to find certain secrets, but eventually some of their gimmicks do start to wear thin. Each class presents its own pros and cons, and it was always fun to play to their strengths and attempt to work around their weaknesses. While I always sprang at the chance to use the Valkyrie when they popped up in the randomized choice of three heroes at the start of every new run, I never bemoaned having to use a class that I wasn’t as familiar with. It’s not only a great way to differentiate the classes even further, but also reward those that really take the effort to learn how to effectively use each of them. These are appropriately called skill crits, and for many characters, it can be as simple as just attacking while dashing towards an enemy, but for others, it could be making sure you land with the tip of your sword, or nailing the third hit of a three-hit flurry, or landing an attack right after an evasive roll, and so on. This means that, using the game's rounding, we will deal 24.19 damage for Crowstorm as an Archmage.What’s especially cool about these 13 classes is that they each have a special way of reliably doing critical hit damage if you’re able to use their weapons skillfully. Spell Damage = Spell Damage Modifier * Base IntelligenceĪssuming our values above, let's play as an Archmage casting Crow Storm. you wouldn't want a large area of effect spell to have massive damage per shot, and vice versa). The Spell Damage Modifier changes the damage dealt on a per-spell basis, making some spells more or less powerful dependent on their function (e.g. This value determines the effect our class has on our base intelligence.įor example, if we have an archmage, the calculation would be thus (using our base calculation above): Intelligence = Class Intelligence Modifier + Base Intelligence) Meaning our base intelligence for other calculations would be 31. There are three calculations that must be done for this value.īase Intelligence = 25 + (Magic Damage Upgrade * 2) + Equipmentįor example, if we had a mage that had a 3 magic upgrade and no equipment value, our base intelligence would be: Intelligence dictates the effectiveness of attacks the use mana. Given our above equation, the Knight modifier of "1" would give us the same result. This modifier alters the above equation with specific variables. Let's assume he has a weapon modifier of +1 strength, and an upgrade of +.50 strength. There are two strength/damage modifiers, the Base Damage Modifier and the Class Damage Modifier.īase Damage Modifier Base Strength Formulaīase Strength = 25 + (Attack Upgrade * 2) + EquipmentĪs an example, let's take the Knight, who has a base strength of 1. Strength, also known as Damage when speaking to the Blacksmith, dictates how much damage one deals against enemies. Your received damage (rounded by the game's rules) would be 45. When we plug in our values to the initial formula, we get: Received Damage = Enemy Base Damage * Received Damage ModifierĪs an example, let's assume the enemy you are fighting has a base damage of 50, and you have an armor rating of 20. Each increase in Armor reduces the amount of damage that is received by the player. Armor dictates how much damage one can withstand.
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