Diving deep into how Hades calculates damage and more. | Haelian
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- Опубліковано 22 лип 2024
- Hades Playlist! • Hades 1 Favorites
00:00 Introduction
02:40 Run Start
33:47 Damage Calculation
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Cheeky little christmas present for the number crunchers
The explanation at the end was done very well. It let me understand a lot more about how Hades as a game calculates percentage increases in boons. Thank you, Haelian.
I like the Trap boons vid idea, possibly incorporating aspects/keepsakes/hammers/mirror talents or making another video for those topics would be nice as well 👍
Trap boons vid FTW! 🎉
a run i would like to see you do is an olympus extra mod run. lucifer with apollo attack with artemis duo AKA exploding crit lasers.
Hmmm
Best Christmas I can remember, getting a PS2 with a badass snowboard game I wish I could remember the name of. Won’t forget my excitement and joy the rest of the day
I got a ps2 in 2005. By FAR the best gift I've ever recieved. So many hours spent on that machine, so much fun and joy.
Great content! Would be cool to see some kind of slo-mo breakdown of tips and tricks to improve our own play
serrated point with artemis dash is really strong (achilles aspect), at least in my experience. Hyper dash helps too with the dash distance nerf
Great deeper dive!
haelmas came early
MATHO-LOGIST???? NOT A MATHEMATICIAN?? Love this content thank you
Why easy when you can do hard? 😅
Merry Christmas, Dan. I did have a question that I can't seem to get a definitive answer about when it comes to damage application in Hades. Does Exit Wounds apply when Zeus Cast bounces from one foe to the next, or is it only when it dislodges from the last foe it sticks to?
final dislodge only
Never thought about this before, unfortunately no. Missed opportunity sadge....
First, love you being cheap and easy, you go girl. Second, my family had limited funds, so we rotated getting a big gift each year. I got a snowboard when I was 15 and I still have it 20 years later, best gift I ever got.
20:55 i do believe rush delivery is worded in such a way that your bonus movespeed is added as damage. for example if you have purple RD and 20% bonus movespeed, your damage should only be boosted by 20%.
I don't know if this is the kind of video you would even have any interest in making, but I have always really struggled with Elysium boss. Almost every run where I get past them I win against Hades, but I fail at that boss chamber probably more than 95% of the time. I could really benefit from a break down of how to deal with them.
Hmmm
This was easily the hardest fight for me for quite a while too. I think I've lost more runs to Theseus than I have to Hades as well (I should go back and count). Here's what I picked up on:
1. Unless you're very confident in your DPS, focus down Asterius first. Dealing with him AND Theseus with his call active is going to be a lot harder than just him and phase 1 Theseus, while Asterius is barely (if at all) different in phase 2. (This may or may not hold true for you in EM3 version of the fight, because phase 1 Theseus is so different. Experiment.) Asterius is pretty predictable/reactable, so just try to lure him away from Theseus and keep one eye on incoming spear throws (listen for the sound cue or watch the reticle that appears over Zag) and you should be able to manage that without losing too much health. It's fine to try to deal some damage the Theseus if it ever ends up being convenient, just don't knock Theseus to phase 2 while Asterius is still alive.
1 addendum: Asterius' charge attack is kind of annoying, and he sometimes won't collide with walls at times you might expect. I've had the best luck dealing with this by dashing through pillars or directly through Asterius when near a wall such that he turns into it. Just do not let yourself run out of dashes and it'll be fine.
2. Once Asterius is down, Theseus is incredibly slow and predictable during his first phase. If you have Athena boons (especially her cast because it's active for a million years), they can deflect the spear throws, or you can dash or use cover to not get hit (the cover can be a little deceptive because angles are weird, so be careful with that). If you have reasonably effective ranged damage, fighting Theseus alone at range is incredibly free in his first phase. If you're doing long range damage and he turns around and walks towards you, just step back for a bit until he does another spear throw (which he won't do if he lacks line of sight on you). If you're doing more close range damage, that's slightly harder--Theseus generally will try to walk away from you after he attacks, which is your chance to deal damage, but you need to get a sense for when he'll turn around and try to melee you and dash through that. Hopefully this info will help you manipulate his behavior to your benefit.
3. Theseus is extremely vulnerable during his initial call animation. If you have a big damage call like Zeus or Dionysus, that's the time to burn it and do as much burst as you can. Obviously do so while paying attention to the tells on the floor so you don't get reamed by his attacks during this transition. Ideally you want to move as little as possible without actually getting hit very much here--most of the god calls will track directly onto Zag here (I think Dio is the only exception, could be wrong), which means you're effectively the one in control of where they'll land, so there isn't reason to move until the last possible moment.
4. The god Theseus calls is always one not in your pool, as far as I know. Each one has its own unique pattern, many of which have dead zones--Athena cannot hit you around the edge of the arena, for instance, and I believe Aphrodite is the one that can't hit you when you're standing still. The timing between the tell and the attack is also very consistent on those, so if you get into a weird position between the call and Theseus, you can try to . Other than that, this is just phase 1 again, only now you have to pay attention to one additional threat--depending on which call it is, you can try to get behind cover to manipulate Theseus' attack timing so he never tries to hit you when the call does. It's either basically free or more annoying than the Asterius part, depending on who he calls. (Theoretically, if there's a call pattern you particularly hate, you can try to pick up that god at some point during the run before you get here; don't ruin your build over it, though. IMO Dio is the hardest, as he's less predictable.)
Bring your favorite defensive keepsake (I usually use acorn from Eurydice if I'm worried going into Elysium, which is also my go-to on Hades) and you should be able to get through it with at most moderate hassle. If you're still struggling, there might be more specific things going wrong (like using relatively committal attacks at bad times), or it could just be a matter of practice.
EM3 is pretty similar, just try to drop Asterius first. Theseus phase 2 is identical to non-EM3 as far as I can tell, while phase 1 puts out a lot more hitboxes but ultimately still seems fairly predictable.
Love these deep dives into the actual numbers behind the scenes!
Trying to figure out the bonus damage from rush delivery still confuses me. In this scenario: the bonus damage after having 100% rush delivery, hyper sprint and 2 ichors would be 94 right? (Bonus speed = 1.88 * 50 base damage?)
I think that should be 2.88*59 = 144 extra damage, as 2*1.2*1.2=2.88
I had to look at multiple examples to remind myself how it works when making this lol. I believe your math is correct.
Is crit damage an independent multiplier?
As a programmer I'll never understand why .NET languages prefer to have their opening braces on a new line
Speaking of weirdly long setups for subpar returns, have you ever tried a dedicated Unhealthy Fixation run? I remember having a good bit of fun with it on Flurry Slash and Lucy.
sounds like a pain to get the right run tbh
We've done big Charm builds a few times, here's a recent one with Lucifer: ua-cam.com/video/l3DAahQhf3g/v-deo.html
Is crit a 3x multiplier at the very end of the damage calculation?
Can you do a video on deadly reversal? To me it just seems like the weak halfway point between pressure points and merciful end.
Deadly reversal isn't really strong enough to make its own build out of, but because it builds off ddash (a great boon to have on its own, though you also need athena attack or special to get the duo) and arty, who's usually great on attack or special depending on the weapon, it's often the best second duo for some weapons. On beowulf, for instance, you go for mirage shot with flood flare then look for arty attack first, but if you get athena dash somewhat early on as well, then your next priority might be looking for athena special to get deadly reversal. It's strong because, as you said, it works like pressure points, but with a much bigger crit chance increase, but unlike merciful end, you don't actually need to hit an enemy with the dash, just deflect something, and in lots of fights (especially the dad fight) there will probably be something to deflect often enough to keep the buff up almost constantly. Merciful end builds will be able to go for DR even more easily than beo flood flare builds will, because they already have to get both athena special (usually, depending on the weapon) and ddash to even get and use the first duo. Then, if you get arty on cast, it's kinda a no-brainer, because the crits can be big for the doom damage. So yeah, not really the main focus of most powerful builds, but it's pretty strong, because both ddash and crits are strong.
Today I learned hermes counts towards family favourites
Maybe not super interesting for you anymore, but have you done a kill hades on a fresh save on hell mode?:) like the first run?
Haelian will you help me calculate my damage 😭😵💫
So I guess this means that rush delivery is better on builds with additional effect boons (I mean Zeus/lightning, Ares/doom, Dio/hangover, etc.) than percentage ones, as it also can increase each of those additions whereas here e.g. it doesn’t increase the Athena damage
Specifically, cast boons are good with it(though ironically Beowulf can actually deal plenty of damage without it)
Yeah, builds that deliver lots of different avenues of damage quickly even if they're for smaller amounts, i.e. Eris + Zeus + Splash Dash, are going to see better returns from Rush Delivery.
As Sabbage said, Cast boons work well too since Pomming the cast will increase the base damage, unlike Pomming an attack/special boon. Increased base damage = more damage from Rush Delivery.
yeah in general flat numbers are better than percentage-increasing boons, especially when pomming, because they'll scale better with additional percentage increases like chaos, urge to kill or similar boons, well items, or of course RD. It's why even if you're in a pom menu in the last tunnel of STyx and about to fight Hades with, say, a flood flare weapon (like beowulf) it may be tempting to pom wave pounding (if you have it) because it looks like it has a big damage percentage vs bosses increase, when in actuality you want to pom the cast itself because increasing the actual cast's damage will also increase the extra damage gained from extra chaos damage or a braid of atlas or whatever.
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