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PlaguedPixel (talk | contribs) (→Effects of Coolness: Hardcoded value in game code for minimum fuse chance of chest) |
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==Effects of Coolness== |
==Effects of Coolness== |
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* 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%. |
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− | * The chance for a chest to have a fuse decreases by 2.5% per point in coolness. |
+ | * 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. |
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** 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:
- Ballot (+3)
- Cigarettes (+1 per use)
- Heart of Ice (+1)
- Ice Cube (+3)
- Iron Coin (+2)
- Magic Sweet (+1)
- Old Goldie (+1)
- Orange (+2 on use)
- Rad Gun (+2)
- Shades's Revolver (+3)
- Sixth Chamber (+2 for each point of curse)
- Sunglasses (+2)
Synergies that increase coolness include:
- Kung Fu Hippie, Rappin' Surfer - Rad Gun and Sunglasses (+1.33)
- Pretty Good - SAA and Box, Ration, Nanomachines, Hip Holster, or Fortune's Favor (+2)
- Spicy D-Boys - Strafe Gun and Sunglasses (+2)