I’ve been thinking about your positioning for the rays, and I think it’s almost always correct to put them on the left of the core to increase the speed at which they scale, because it seems like they almost always are as fast or faster than the core, meaning they trigger the charge effect on all of the non-companion cores. The most notable example of this is the beta ray, which is the one that freezes stuff, because it gets charged by 2 seconds any time another ray or the core is used, which when on the left of the core noticeably increases the speed at which both things are triggered after the first use of the both of them.
@51:29 the atomic clock with two gunpowders in inventory would've been absolutely bananas, 1 sec CD for charging the core and dismantling enemy boards!
I know some other people have already said similar things here but i think one of the things that will help your dooley play is switching your priorities away from items to the right of the core and towards items on the left. The "more scaling is more good" mind set is understandable but doesn't work in this game where activation speed tends to trump longer slower scaling
I think the scaling could've been better, as people have said. But I really like the idea of this build for sure, and it's inspiring me to try remote control some more!
Alpha Ray is good enough scaling to carry without worrying about placing anything to the right of the core. Just looking at the 30min mark: placing core on the far right gets you an additional core proc every 5-6 seconds or so, which increases damage for your entire board +9, including core itself, plus gets an additional hit with both Tesla Coil and the core. You're trading all that value for +1 damage (10core - 9ray) on the three items to the right.
yeah, while it's tempting to look at alpha ray as a way to increase the scaling value of the weaponized core, i think its real strength lies in letting your core scale weapons to its left, while still getting charged by them.
I'll note that Barbed Wire is a strictly better version of Fang. It has identical stats except it also scales when you get shielding. Not replacing Fang with it immediately was thus a mistake. Not one that mattered, but worth noting.
I should not say this so openly here, but i solve the riddle for you: When in doubt, your core goes to the most right side. Maybe you have 1 item on the right of it, like a flamethrower (which is not playable because of the cd) but that's it. Charge too valuable.
@23:50 so the flame juggler has , just from the 4 fire balls 40 fire stacks, this is without adding the lighters dmg of 3 burn every 3 seconds that considering the fact that you already have burn means that by the moment the burn the lighter inflicted ends it will inflict it again, so lets say that by the moment the lighter goes off 3 seconds passed you then have taken 40 + 39 + 38 + 37 + 36 + 35 dmg from burn (not considering shield because it halves the dmg from burn) then the lighter goes off making you go from 34 burn to 37 , so the lighter always adds 3 dmg to the tick of burn you would have taken, this means that in average (again not considering shield) you take 940-950 dmg in 10 seconds, (rough estimates), you also have to take into account the 10 extra burn the flame juggler adds when you drop to half hp which I think I did in my math but again, I did rough estimates because burn ticks once every second and the way this games handles frames and instances of dmg is still very unfamiliar to me but yeah, i think you need around 1k hp(no shield) in order to survive 10 to 12 seconds in that fight and in that time you need to deal 750 dmg to the flame juggle. feel free to correct my math or anything that i did wrong here, or if new information comes in the future that needed to be taken into account.
During the shop at 1:02:42 I feel like you should’ve sold the submarine and taken the missile launchers. It seems incredibly risky, but most enemies were already busting through your shield and your now diamond flamethrower has the potential to decimate enemies. I think there would be a lot of value to the multicast charging the core for the flamethrower damage. It would also free up a space to slot your diamond cog onto the board.
I really think you underestimate the power of Uzi. Stick that to the left of your Core and by itself, it will reduce the charge time of your core for the first 24 seconds of combat by a THIRD (6 activations instead of 4). Sure, it eventually runs out of ammo, but most combats are decided within the first thirty seconds. So having a much stronger opening salvo is worth a "dead" item during the final moments of the combat.
Crit core seems like an easy dub since there's a lot of crit stuff out there and fast weapons are not too hard to find. Racecarl some haste and your off to the races.
Rocket launcher is actually reaaally good, goes specially well with omega ray, and even better with ignition core, 6 seconds sure is not super quick but as opposed to pulse rifle you don't need a friend, so you can put a metronome on one side and a duct tape on the other and suddenly, it's going off every 3 seconds and also giving you shield and charging your core for 3 seconds every 3 seconds, it _also_ triggers self defense three times which is nice with the duct tape, just goood all around-- but I guess not in _every_ build. On another topic, the weaponized core (and a lot others but specially this one) always makes me so confused. I want things that trigger fast or multicast on the left, so I can trigger my weaponized core often! But I also want things that are quick or multicast n the right, so they get multiplicative benefits from the core's buffs... so which is better? That seems like not the fun type of math to be doing in the middle of a game if I have to figure out the variable speed of the core from charging on the left, versus having more things being buffed on the right, just not fun. In this case though I could have seen a good case for putting almost everything (maybe even change the sub for a rocket launcher?) on the left to super charge your flamethrower as quick as possible.
I know this game is still in beta, but seeing Dooley dominate the entire ranked scene to the point that the only way to rank up is to constantly play Dooley is kinda disheartening. Hopefully Dooley gets balanced like poison Vanessa was.
I’ve been thinking about your positioning for the rays, and I think it’s almost always correct to put them on the left of the core to increase the speed at which they scale, because it seems like they almost always are as fast or faster than the core, meaning they trigger the charge effect on all of the non-companion cores. The most notable example of this is the beta ray, which is the one that freezes stuff, because it gets charged by 2 seconds any time another ray or the core is used, which when on the left of the core noticeably increases the speed at which both things are triggered after the first use of the both of them.
I just want to say I'm very happy to constantly have new Rhaps videos lately
@51:29 the atomic clock with two gunpowders in inventory would've been absolutely bananas, 1 sec CD for charging the core and dismantling enemy boards!
I was on my way to say this exact thing lol
I know some other people have already said similar things here but i think one of the things that will help your dooley play is switching your priorities away from items to the right of the core and towards items on the left. The "more scaling is more good" mind set is understandable but doesn't work in this game where activation speed tends to trump longer slower scaling
I think the scaling could've been better, as people have said. But I really like the idea of this build for sure, and it's inspiring me to try remote control some more!
Alpha Ray is good enough scaling to carry without worrying about placing anything to the right of the core. Just looking at the 30min mark: placing core on the far right gets you an additional core proc every 5-6 seconds or so, which increases damage for your entire board +9, including core itself, plus gets an additional hit with both Tesla Coil and the core. You're trading all that value for +1 damage (10core - 9ray) on the three items to the right.
yeah, while it's tempting to look at alpha ray as a way to increase the scaling value of the weaponized core, i think its real strength lies in letting your core scale weapons to its left, while still getting charged by them.
I'll note that Barbed Wire is a strictly better version of Fang. It has identical stats except it also scales when you get shielding. Not replacing Fang with it immediately was thus a mistake. Not one that mattered, but worth noting.
I should not say this so openly here, but i solve the riddle for you:
When in doubt, your core goes to the most right side. Maybe you have 1 item on the right of it, like a flamethrower (which is not playable because of the cd) but that's it. Charge too valuable.
@23:50 so the flame juggler has , just from the 4 fire balls 40 fire stacks, this is without adding the lighters dmg of 3 burn every 3 seconds that considering the fact that you already have burn means that by the moment the burn the lighter inflicted ends it will inflict it again, so lets say that by the moment the lighter goes off 3 seconds passed you then have taken 40 + 39 + 38 + 37 + 36 + 35 dmg from burn (not considering shield because it halves the dmg from burn) then the lighter goes off making you go from 34 burn to 37 , so the lighter always adds 3 dmg to the tick of burn you would have taken, this means that in average (again not considering shield) you take 940-950 dmg in 10 seconds, (rough estimates), you also have to take into account the 10 extra burn the flame juggler adds when you drop to half hp which I think I did in my math but again, I did rough estimates because burn ticks once every second and the way this games handles frames and instances of dmg is still very unfamiliar to me but yeah, i think you need around 1k hp(no shield) in order to survive 10 to 12 seconds in that fight and in that time you need to deal 750 dmg to the flame juggle.
feel free to correct my math or anything that i did wrong here, or if new information comes in the future that needed to be taken into account.
1:00:22 catalyst so much better than remote 😢
And then you threw it all away 😂
During the shop at 1:02:42 I feel like you should’ve sold the submarine and taken the missile launchers. It seems incredibly risky, but most enemies were already busting through your shield and your now diamond flamethrower has the potential to decimate enemies. I think there would be a lot of value to the multicast charging the core for the flamethrower damage.
It would also free up a space to slot your diamond cog onto the board.
I don’t think that would’ve saved that final fight though
The alpha ray didn't seem to be working properly. :/
Rhaps, please remember, if left of the core is right and right of the core is wrong!
I really think you underestimate the power of Uzi. Stick that to the left of your Core and by itself, it will reduce the charge time of your core for the first 24 seconds of combat by a THIRD (6 activations instead of 4). Sure, it eventually runs out of ammo, but most combats are decided within the first thirty seconds. So having a much stronger opening salvo is worth a "dead" item during the final moments of the combat.
Hitting like one second in is tight
D4C! Dooley Double Dipping on Damage Constructs!
Crit core seems like an easy dub since there's a lot of crit stuff out there and fast weapons are not too hard to find. Racecarl some haste and your off to the races.
Rocket launcher is actually reaaally good, goes specially well with omega ray, and even better with ignition core, 6 seconds sure is not super quick but as opposed to pulse rifle you don't need a friend, so you can put a metronome on one side and a duct tape on the other and suddenly, it's going off every 3 seconds and also giving you shield and charging your core for 3 seconds every 3 seconds, it _also_ triggers self defense three times which is nice with the duct tape, just goood all around-- but I guess not in _every_ build.
On another topic, the weaponized core (and a lot others but specially this one) always makes me so confused. I want things that trigger fast or multicast on the left, so I can trigger my weaponized core often! But I also want things that are quick or multicast n the right, so they get multiplicative benefits from the core's buffs... so which is better? That seems like not the fun type of math to be doing in the middle of a game if I have to figure out the variable speed of the core from charging on the left, versus having more things being buffed on the right, just not fun. In this case though I could have seen a good case for putting almost everything (maybe even change the sub for a rocket launcher?) on the left to super charge your flamethrower as quick as possible.
I know this game is still in beta, but seeing Dooley dominate the entire ranked scene to the point that the only way to rank up is to constantly play Dooley is kinda disheartening. Hopefully Dooley gets balanced like poison Vanessa was.
Oh he will. The team is just away for Christmas and said they wouldn't be able to update for a bit.
Viva Los Trying again! ;)