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(→‎Effects of Coolness: Updated for AG&D Vorpal Bullets)
(→‎Effects of Coolness: Hardcoded value in game code for minimum fuse chance of chest)
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==Effects of Coolness==
 
==Effects of Coolness==
 
* Coolness reduces the cooldown of active items by 5% per point up to a maximum of 50%.
 
* Coolness reduces the cooldown of active items by 5% per point up to a maximum of 50%.
* The chance for a chest to have a fuse decreases by 2.5% per point in coolness.
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* The chance for a chest to have a fuse decreases by 2.5% per point in coolness, to a minimum of 1%.
 
* Coolness increases the base chance of receiving a reward (such as a [[Pickups|pickup]] or [[Chests|chest]]) upon clearing a room.
 
* Coolness increases the base chance of receiving a reward (such as a [[Pickups|pickup]] or [[Chests|chest]]) upon clearing a room.
 
** The chance starts off at '''(1+<nowiki>[coolness]-[</nowiki>[[curse]]<nowiki>]</nowiki>)%''', 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])%.
 
** The chance starts off at '''(1+<nowiki>[coolness]-[</nowiki>[[curse]]<nowiki>]</nowiki>)%''', 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])%.

Revision as of 06:02, 28 December 2018

Coolness is a stat that is increased by having specific items.

Effects of Coolness

  • Coolness reduces the cooldown of active items by 5% per point up to a maximum of 50%.
  • The chance for a chest to have a fuse decreases by 2.5% per point in coolness, to a minimum of 1%.
  • Coolness increases the base chance of receiving a reward (such as a pickup or chest) upon clearing a room.
    • The chance 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])%.
  • The chance for Vorpal Gun or Vorpal Bullets to fire its critical shot increases with coolness.

Increasing Coolness

Items that increase coolness include:

Synergies that increase coolness include: