This was a fun run. For the Gold Vs taking a relic or rare skill directly, you're basically looking at the potential value of the relic vs the opportunity cost of not being able to take a relic (or do multiple other things) with the gold later. I can't say for sure, without a clearer picture of the available skills and relics, but I suspect taking the relic or skill is the high variance/potentially high reward option, while the gold is the more consistent value option and there is a lot to be said for consistent value, especially if you have a decent idea of what you want to do with your build. At least early on, the other two options are probably better if you're looking for something to give your run a direction and you think a relic or skill might be able to do that. 11:09 So, I decided to run the calcs on Simmer-I'm a nerd and I can't help myself when it comes to game stats-There are two basic ways to use simmer: once per turn, after your done attacking with that character (maximizing the free aspect of the skill and ignoring the refresh) or you could use it twice per turn, at the start of the turn (maximizing the refresh at the cost of being constantly weakened). Unsurprisingly, which one is better depends on your base attack, but the use cases are shockingly clear-I say, after breaking out a spreadsheet- If you're base attack is more than 6 you are always better off using simmer once per turn, but if it's less than 6 you're better off using it once per turn. In the case of Aquanaut's Strike, since you're dealing 10 damage per hit, the 1-Simmer scenario will always be 2 points of damage ahead of 2-Simmers, per hit. This lets you double your per hit damage by turn 5 and your total damage by turn 8. Unfortunately, Simmer still costs a slot, so we should also compare running Simmer too an alternate ability. To keep things, relatively, simple I'm going to compare it to running a second Strike, like you did in the video. The way the mana pool grows and Aquanaut's passive complicates this analysis a bit, but here's the short version: Running Simmer still doubles the total damage of a single strike on the 8th turn, but it's slightly further ahead when you take all of the hits into account. Double Strike starts out even with Simmer, then pulls slightly ahead over turns 2-4 (going from +1.7 % to +3.5%, or in real number 170 vs 164 total damage, by the fourth turn). On the fifth turn, they snap back to even and simmer starts pulling ahead by an ever increasing amount. By turn 13, its done half again as much damage as double striking. Also, just for the sake of completeness, if you use 2-star Strikes, double striking never beats 1-Simmer (even if both Strikes are upgraded), but it does have the same per-turn damage on rounds 4-6. Factoring in corruption or literally any other skills is left as an exercise for the reader. Also, all of this assumes my math and understanding of the game's mechanics are both correct. so, your mileage may vary.
Of course, my math was wrong. I forgot that Simmer's own refresh would trigger Aquanaut's passive and that said passive would keep doing 10 damage, even when Strike got upgraded. Anyways, assuming my new math is correct, Simmer is just way better. In the un-upgraded comparison, it doubles a single Strike's total damage dealt on the 4th turn and Double Striking never deals more total damage. With 2-Star Strikes, Simmer passes double total damage on the 7th turn and Double Striking never gets close to it. It's also worth noting that this assumes a base level Simmer, because I don't know what the upgrade looks like.
Very awesome breakdown, thank you. Something I was considering as a dumb idea was giving Simmer to Bo and letting her use it as a free way to trigger Refresh/Combo. However your breakdown confirms it's better off on Aqua himself. The only issue is, as you said, taking up a slot. Ideally I want to have 1 Strike and 1 Flourishing Combo with 2 passives that help him ramp up his damage or the corruption on the enemy. I suppose if I don't get Flourishing combo that makes simmer the next best pick. Ideally get Strike, Flourishing and Simmer together.
downloaded the demo today to try it out and somehow ran away on my first run with the starting 3 in a multi-hit crit buuild which just DECIMATED enemies, then second run i ran aqua, shork and boop and got a skill on shork so that every time i do damage with anyone shork gets 3 block so that increases his survivability, and i also picked up the axe that does 10 damage that increases by 10 every time you cast it and the upgraded version gets a refresh which as we all know on aqua is insane allowing her to ramp up SO fast while also letting shork tank tons of damage. im officially hooked thank you beelz for another great game
This game looks really fun, I might try it as well. Beelz, quick question. Now that the new update of Hades II just dropped, with a new boss and everything, will you come back to it? I would like it, since I like the game, and can't run it on my pc XD
I did kind of a broken run with aquanaut. It was a crit build where everytime i crit i do extra hits (maxed out 3x 15dmg hits, up to 10 times so up to 45 hits) with a 50% chance to do an extra 10 dmg hit and a 50% chance to apply corruption on hit. together with a 50% bonus crit chance i pretty much one shottet everything on turn one.
You can right click on any spell or any upgradable thing to see what it upgrades into~
Have a nice day!
This was a fun run.
For the Gold Vs taking a relic or rare skill directly, you're basically looking at the potential value of the relic vs the opportunity cost of not being able to take a relic (or do multiple other things) with the gold later. I can't say for sure, without a clearer picture of the available skills and relics, but I suspect taking the relic or skill is the high variance/potentially high reward option, while the gold is the more consistent value option and there is a lot to be said for consistent value, especially if you have a decent idea of what you want to do with your build. At least early on, the other two options are probably better if you're looking for something to give your run a direction and you think a relic or skill might be able to do that.
11:09 So, I decided to run the calcs on Simmer-I'm a nerd and I can't help myself when it comes to game stats-There are two basic ways to use simmer: once per turn, after your done attacking with that character (maximizing the free aspect of the skill and ignoring the refresh) or you could use it twice per turn, at the start of the turn (maximizing the refresh at the cost of being constantly weakened). Unsurprisingly, which one is better depends on your base attack, but the use cases are shockingly clear-I say, after breaking out a spreadsheet- If you're base attack is more than 6 you are always better off using simmer once per turn, but if it's less than 6 you're better off using it once per turn.
In the case of Aquanaut's Strike, since you're dealing 10 damage per hit, the 1-Simmer scenario will always be 2 points of damage ahead of 2-Simmers, per hit. This lets you double your per hit damage by turn 5 and your total damage by turn 8. Unfortunately, Simmer still costs a slot, so we should also compare running Simmer too an alternate ability. To keep things, relatively, simple I'm going to compare it to running a second Strike, like you did in the video. The way the mana pool grows and Aquanaut's passive complicates this analysis a bit, but here's the short version: Running Simmer still doubles the total damage of a single strike on the 8th turn, but it's slightly further ahead when you take all of the hits into account. Double Strike starts out even with Simmer, then pulls slightly ahead over turns 2-4 (going from +1.7 % to +3.5%, or in real number 170 vs 164 total damage, by the fourth turn). On the fifth turn, they snap back to even and simmer starts pulling ahead by an ever increasing amount. By turn 13, its done half again as much damage as double striking. Also, just for the sake of completeness, if you use 2-star Strikes, double striking never beats 1-Simmer (even if both Strikes are upgraded), but it does have the same per-turn damage on rounds 4-6.
Factoring in corruption or literally any other skills is left as an exercise for the reader. Also, all of this assumes my math and understanding of the game's mechanics are both correct. so, your mileage may vary.
Of course, my math was wrong. I forgot that Simmer's own refresh would trigger Aquanaut's passive and that said passive would keep doing 10 damage, even when Strike got upgraded.
Anyways, assuming my new math is correct, Simmer is just way better. In the un-upgraded comparison, it doubles a single Strike's total damage dealt on the 4th turn and Double Striking never deals more total damage. With 2-Star Strikes, Simmer passes double total damage on the 7th turn and Double Striking never gets close to it. It's also worth noting that this assumes a base level Simmer, because I don't know what the upgrade looks like.
Very awesome breakdown, thank you. Something I was considering as a dumb idea was giving Simmer to Bo and letting her use it as a free way to trigger Refresh/Combo. However your breakdown confirms it's better off on Aqua himself. The only issue is, as you said, taking up a slot. Ideally I want to have 1 Strike and 1 Flourishing Combo with 2 passives that help him ramp up his damage or the corruption on the enemy. I suppose if I don't get Flourishing combo that makes simmer the next best pick. Ideally get Strike, Flourishing and Simmer together.
downloaded the demo today to try it out and somehow ran away on my first run with the starting 3 in a multi-hit crit buuild which just DECIMATED enemies, then second run i ran aqua, shork and boop and got a skill on shork so that every time i do damage with anyone shork gets 3 block so that increases his survivability, and i also picked up the axe that does 10 damage that increases by 10 every time you cast it and the upgraded version gets a refresh which as we all know on aqua is insane allowing her to ramp up SO fast while also letting shork tank tons of damage. im officially hooked thank you beelz for another great game
you got me hooked on this can't wait for it to release
I'm soooo happy! What an awesome video to wake up to.
Wooohoo! Awesome video!
It looked like you were 🤏this close to losing a lot of health... or all of it... like 8 times! Hahaha
I loved it!
Video named after Aquanaut when Bo was the real MVP in this video
The team comp variants look hella fun, I’ll give the demo a shot
This game looks really fun, I might try it as well. Beelz, quick question. Now that the new update of Hades II just dropped, with a new boss and everything, will you come back to it? I would like it, since I like the game, and can't run it on my pc XD
So moist. The only downside to me with the game, it clearly looks 'mobile ready' and that makes me worry.
It's a turn based card game, they are the easiest to make that way. Even Slay the Spire and Balatro are on mobile.
"Moist Assault" isn't that why Diddy's in jail?
Hell yeah! 1 hr+ of Beelz? Sign me up baby
Best thumbnail ever hahahahah
Also, I need puppy pic.!!!!!
I did kind of a broken run with aquanaut.
It was a crit build where everytime i crit i do extra hits (maxed out 3x 15dmg hits, up to 10 times so up to 45 hits) with a 50% chance to do an extra 10 dmg hit and a 50% chance to apply corruption on hit.
together with a 50% bonus crit chance i pretty much one shottet everything on turn one.
Love your videos
A watery grave for the baddies
!!BEELZ!!!!!, have a good day 👍
Beelz is getting things wet again
early no dash comment
🥚day 53 of saying Egg🥚
first
another youtuber who can't read in a game type they specialize in, actually disappointing
It's literally part of the fun