i got to "great shit rouge" and actually stopped to think how i appreciate the deadpan delivery in these vids and then this guy hits me with the "i've been working on my acting" line and i lost my shit ggwp voyix
That Baron fight was cool Love seeing you untangle a difficult fight like that. I would have died twice in there, seeing that and listening to your thought process helps a lot in my own games and it's quite enjoyable. Anyway, great video Mr. Streamer.
For sorcerer on 1 roll its like this, You have a 50% chance of +2 mana (if you roll mana) a 33% chance of nothing and a 16% chance for a reroll this gives us a expected value (EV) of EV = 2 × 0.5 + 0,33 × 0 + 0.167 * EV This simplified gives us a EV of 1,2 meaning if you roll again on 1 roll you can expect 1,2 mana on average which means its better than locking just 1
@@willw5868 I've played start damaged 3/4, with extra enemy hp too. And won that easily. With start damaged 1/3 likely only 1 hero will be dying fist turn, and if you pick random characters you usually get wasted healing on turn 1, so you just put that into the dying guy and you're in the same place as normal. Hence 'free'. Healer can give you 'heal 4' or 'heal 2' if you want, enough to get the basic characters back up to full hp. Healer also comes with an incredible spell that sets a hero back to 5 hp, more than the starting hp of Initiate. Primrose also has a heal side that you should roll for even if the healing is wasted. There's plenty of ways to get hp back up in the game that you can ignore, but that still exist. Dabbler's heal, various heal all, heal cleave. Traditionally 'weak' sides, but I like them, they can help you stay in the game forever. Regardless of how much hp you start a fight with.
so if you have a team of 8hp characters, start damaged 1/3 is starting down a minimum of 10hp, that's the equivalent of giving troll king a free attack on you in every fight. that is not free.
@@Voyix @willw5868 late game you'll probably be rolling for 2 heal managain, or 2 heal regen, or wraith's 4 damage selfheal, or you'll hit one of surgeon's 6 heal sides. Point is, you can heal 2 heros back to full at extremely low opportunity cost. early game, you had healer and mystic, so the same applies. And it's extremely rare for you to need to heal more than 2 people first turn. early game you have the very strong set-hp-to-5 spell. mid game, it's not unlikely you get the "heal one to all, damage 1 to all" spell. late game, you've got Soothe, or the 'immune to damage for one turn", or you might need to pop a heal spell to cleanse. "free" is an overstatement of course, but you call other curses "free" too. It's "basically free". "very low cost". I've played start damaged 3/4, with extra buffs to enemy hp, and that's perfectly doable. You can out-heal enemy damage most fights if you build for it. Illusions and bones occur in most fights where you can't. So long as you don't increase enemy damage, or buff illusions or bones, you can reduce starting hp as much as you want with magical.
@@Voyix at the end of the game, you'll likely be rolling for 2heal managain, or 2heal regen, or maybe 3or4 damage selfheal or the surgeons 3 heal shield sides. You might hit 'heal 2 to all' if you've taken forsaken. (Forsaken is really good if you've taken a severe start damaged curse.) So you're healing 2 hero's at a very low opportunity cost, or maybe you're healing everyone at a low opportunity cost. Early game is pretty much the same with Healer and Mystic. You don't usually need to heal more than 1 or 2 heros the first turn, and after that first turn you're in the same kind of situation you are with any other curse. "free" is a hyperbole you also use. Of course it's not technically free. But it's almost free, just like item poison. I've played start damaged 3/4 without issue, with magical. There are things you can't combine it with, but it's not a problem in itself. You can out-heal the incoming damage most fights.
i got to "great shit rouge" and actually stopped to think how i appreciate the deadpan delivery in these vids and then this guy hits me with the "i've been working on my acting" line and i lost my shit ggwp voyix
Rogue != rouge
13:00 STREAMER THE LEATHER GLOVES ANGLE YOU MISSED THE GLOVES
That Leather Gloves earns a turn one Foretell too
That Baron fight was cool
Love seeing you untangle a difficult fight like that. I would have died twice in there, seeing that and listening to your thought process helps a lot in my own games and it's quite enjoyable.
Anyway, great video Mr. Streamer.
Mental image of Sorcerer eating the longbows to turn them into mana
He signed a contract that forces him to do it.
9:53 merci. 😂😂 I'm sure he said it as thanks in frence
The absolute craziness of that baron fight shows why he’s the goat.
learn.Glow solo carrying the Baron fight
I've only used Prodigy's Revive 1 managain during an i.Empathy run, and it was kinda funny experience
Cantrip glowing egg respecter has logged on!
For sorcerer on 1 roll its like this,
You have a 50% chance of +2 mana (if you roll mana) a 33% chance of nothing and a 16% chance for a reroll this gives us a expected value (EV) of EV = 2 × 0.5 + 0,33 × 0 + 0.167 * EV
This simplified gives us a EV of 1,2 meaning if you roll again on 1 roll you can expect 1,2 mana on average which means its better than locking just 1
bro hit whitch ichor chalice and went `meh`
idk that's not really that good
Yeah, doctor ichor chalice is much better, so it really is just meh
I think leather gloves for Eccentric specifically is whatever but as a prospective pick it’s ok
43:52 this guy has never played terraria
streamer, streamer, you missed castor root m3 + change of heart for 3 shield!!!!!!!
hmm that's actually not too bad i'll give it to you
@ yeah i thought it seemed alright, but i think the other option was glow which literally saved the run and also does a very similar thing lol
Start damaged with 2 reds is actually free, but it's just a personal preference.
Also I had a (magical) run where I faced Troll with a Priestess pick and it immediately counteracts the curse, making it even freer.
Isn't start damaged pretty playable on magical? Seems okay to me.
I'd imagine so, but magical's early game is the big issue, and start damaged just affect that
@@drewdrinks3930I agree some of the blues and reds are just 5 health little bean sprouts.
if you play it let me know, pretty sure that is just asking to get flattened in the first 12 floors
OMG THAT WAS ME!!!!!
7:41 don’t be rude he already did 2 damage
gg
start damaged 1/3 is free, especially on magical
I'm calling cap on this, hp is very important
@@willw5868 I've played start damaged 3/4, with extra enemy hp too. And won that easily.
With start damaged 1/3 likely only 1 hero will be dying fist turn, and if you pick random characters you usually get wasted healing on turn 1, so you just put that into the dying guy and you're in the same place as normal. Hence 'free'.
Healer can give you 'heal 4' or 'heal 2' if you want, enough to get the basic characters back up to full hp. Healer also comes with an incredible spell that sets a hero back to 5 hp, more than the starting hp of Initiate. Primrose also has a heal side that you should roll for even if the healing is wasted.
There's plenty of ways to get hp back up in the game that you can ignore, but that still exist. Dabbler's heal, various heal all, heal cleave. Traditionally 'weak' sides, but I like them, they can help you stay in the game forever. Regardless of how much hp you start a fight with.
so if you have a team of 8hp characters, start damaged 1/3 is starting down a minimum of 10hp, that's the equivalent of giving troll king a free attack on you in every fight. that is not free.
@@Voyix @willw5868
late game you'll probably be rolling for 2 heal managain, or 2 heal regen, or wraith's 4 damage selfheal, or you'll hit one of surgeon's 6 heal sides. Point is, you can heal 2 heros back to full at extremely low opportunity cost.
early game, you had healer and mystic, so the same applies.
And it's extremely rare for you to need to heal more than 2 people first turn.
early game you have the very strong set-hp-to-5 spell.
mid game, it's not unlikely you get the "heal one to all, damage 1 to all" spell.
late game, you've got Soothe, or the 'immune to damage for one turn", or you might need to pop a heal spell to cleanse.
"free" is an overstatement of course, but you call other curses "free" too. It's "basically free". "very low cost".
I've played start damaged 3/4, with extra buffs to enemy hp, and that's perfectly doable. You can out-heal enemy damage most fights if you build for it. Illusions and bones occur in most fights where you can't. So long as you don't increase enemy damage, or buff illusions or bones, you can reduce starting hp as much as you want with magical.
@@Voyix
at the end of the game, you'll likely be rolling for 2heal managain, or 2heal regen, or maybe 3or4 damage selfheal or the surgeons 3 heal shield sides. You might hit 'heal 2 to all' if you've taken forsaken. (Forsaken is really good if you've taken a severe start damaged curse.)
So you're healing 2 hero's at a very low opportunity cost, or maybe you're healing everyone at a low opportunity cost.
Early game is pretty much the same with Healer and Mystic.
You don't usually need to heal more than 1 or 2 heros the first turn, and after that first turn you're in the same kind of situation you are with any other curse.
"free" is a hyperbole you also use. Of course it's not technically free. But it's almost free, just like item poison.
I've played start damaged 3/4 without issue, with magical. There are things you can't combine it with, but it's not a problem in itself. You can out-heal the incoming damage most fights.