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Coolness reduces the cooldown of active items up to 50% and increases the chance of receiving a reward (such as a [[Pickups|pickup]] or [[Chests|chest]]) upon clearing a room. It also decreases the chance for a chest to have a fuse by 2.5% per point in coolness. |
Coolness reduces the cooldown of active items up to 50% and increases the chance of receiving a reward (such as a [[Pickups|pickup]] or [[Chests|chest]]) upon clearing a room. It also decreases the chance for a chest to have a fuse by 2.5% per point in coolness. |
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− | The chance of the player earning a reward after clearing a room starts off at |
+ | The chance of the player earning a reward after clearing a room starts off at (1+{coolness}-{[[curse]]})%, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 80%. When a reward is dropped after clearing a room it goes back to (1+{coolness}-{curse})%. |
Items that increase coolness include: |
Items that increase coolness include: |
Revision as of 22:23, 28 June 2016
Coolness is a stat that is increased by having specific items. Coolness reduces the cooldown of active items up to 50% and increases the chance of receiving a reward (such as a pickup or chest) upon clearing a room. It also decreases the chance for a chest to have a fuse by 2.5% per point in coolness.
The chance of the player earning a reward after clearing a room starts off at (1+{coolness}-{curse})%, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 80%. When a reward is dropped after clearing a room it goes back to (1+{coolness}-{curse})%.
Items that increase coolness include:
- Ballot (+3)
- Cigarettes (+1 per use)
- Heart of Ice (+1)
- Ice Cube (+3)
- Magic Sweet (+1)
- Old Goldie (+1)
- Orange (+2)
- SAA, Ration, and Box synergy (+3)
- Shades's Revolver (+3)
- Sixth Chamber (+2 for each point of curse)
- Sunglasses (+2)