Yeah the Alpha Ray is bugged. Some other bugs include Vanessa's amulet not working at all (or only in limited cases) and Capacitor only charges the item to the left
The "Upgrade your leftmost 'silver-tier item'" and like upgrades work for anything UP to that tier. With the given example, this level up bonus would work with bronze tier items as well
ALF from ALF! The alien from ALF! Also thanks for reminding me how old I am with the 70's Show reference. That show aired in 1998. That means it's almost as long now since the show was on the air, as when it was first on TV versus the era it was parodying.
Honestly think 'Ray' should be a category so as it could help with adding depth and clarity to that element of the kit (as aquatic etc is), also facilitates explained that selection, if they desire.
I play almost only dooley because it's just the kit that I like the most, my advice on dooley, which you can take or ignore if you want to (specially because I'm not an expert or anything): For almost all cores, putting ANYTHING on the right of the core seems like a huge bait. For "The Core" here, it can be a valid strategy if you have a single impactful item that you want to specifically charge, but most of the board works best on the left still. Dooley has a myriad of skills and items that interact off the core triggering, making the core trigger faster is 95%+ of the time just better than trying to finagle the very small scaling/effects that the core gives to its right side. For example right here, just putting everything on the left means more core triggers, faster ray scaling, faster build overall, also the core itself is a weapon so faster core means more attacks that are buffed by alpha ray (which as you noticed, alpha ray is bugged and doesn't trigger other rays, but it's just alpha ray). Duct tape is good, but in my personal opinion you are overvaluing it, it would have been nice here and in many occasions where dooley can scale it beyond belief but a lot of times you're better off prioritizing an aggressive build since dooley Also does that very well. I guess this is pretty subjective and depends on the specific run but I believe you need to prioritize offensive scaling more, you gave a lot of upgrades to beta ray that would have been a lot more impactful on alpha ray, but that's anecdotal ant not necessarily _always_ the case, I just think you need to first be able to deal good damage, then you can worry about enhancing your survivability, because making your board debuffing (slow/freeze etc) better isn't going to compound much unless you're already also scaling (or outputting) your damage on-curve. Rays are good. Quite good. You can choose any core and put almost any array of small items to the left of the core, with as many rays as you can find, and it'll usually work alright, if you try rays again, maybe just try thinking about it more in terms of "how can I make my core and rays trigger as often as possible" rather than trying to build more specific synergies, it can happen often that a bunch of small relatively-quick items without much synergy, still work better than a couple bigger synergistic items that don't trigger your rays as much.
If you're interested in Dooley tips then I'll throw this here. I said this last video as well, but the stuff you have to the right of the Core are just not worth being there, having the Core trigger more triggering rays more would be better with what you have. At the 17:55 point where you asked if your build was awful you probably should only have the coolant to the right and even that is debatable at that point. Generally with Dooley you really want to get to a point where your core is always triggering or on the animation cooldown for charge triggers coming in, the core cooldown level up option is really good for this as well. Again at 30:00 ish you were bummed about how you were setting up metronome and ended up putting it next to Beta Ray without ray support (given alpha ray bug). Throw that sucker directly to the left of the core, put everything else to the left as well (Mech-Moles then Pulse Rifle then everything), trigger core a lot, trigger metronome a lot haste mech-moles a lot. The basic Core is a bit harder to get it to be good, unlike ignition and companion core. You (again generally) need to search for 1 good thing to put to the right, and then max speed on the left until you get to a point where you can move more right. Pretty often you just don't get there, but building for the potential is fun imo. TLDR: Value the left side of core and fast core trigger for a better time.
Really holding yourself back with core placement. Dooley wants to proc their core constantly since so many items and skills depend on it. Specifically with The Core, the only items that should be to the right are high impact items with long cooldowns like the dinos; Combat Core would have also gone hard as the right-side payoff (or replacement) had you picked it up. And even when playing Burn or Shield Core, left-side charging is frequently better than right-side scaling, especially as the game progresses. Next time you might try prioritizing core procs unless you have a high powered payoff and see how it pans out.
It looked like beta was charging the beta ray when it had a very low cd. Charge can't go past an items maximum cooldown, or in other words, you can't overcharge an item and have it carry over. This means if every 4.9 seconds you have an item charging an item that goes every 5 seconds, that item now goes every 4.9 seconds (not a pattern of 4 seconds)
I would normally never say this because Dooley is so over tuned at the moment that I dont want to encourage Dooley players to spam those same over tuned items with no shame. However, it is Rhaps. Ray builds are busted, but you almost always need to put the core all the way to the right to trigger it as often as possible, regardless of what the core's individual effect is, because the only thing that matters is triggering the core as often as possible as that is what scales the rays. Putting anything to the right of the core typically makes the rays worse, even if it is the charge core charging the rays. Maybe if you had every ray possible, but I am not sure if that would even be better. Also, LEDs both trigger the core fast and basically slow the entire enemies board at the same time all for the low cost of a single small item. Please downvote this into oblivion so maybe others don't see it. I'll be real though, I stopped playing bazaar until the next patch anyway (where along with the item rebalance, hopefully they will also remove all freeze skills and corrosive toxins from the game). Who knows though, maybe someone is still trying to power through the struggle of a sea of Dooleys spamming the same tired build over and over.
oof, you definitely cannot beat hydrodude without a very specific plan in mind. Best strategy is no weapons if you're fast enough since the eel never attacks. Otherwise I'd say you need ONLY weapons, or just one very large one. Lots of small scaling weapons and items is about the worst build to go against him since you're triggering the eels constantly with low damage and scaling him in the meantime.
You definitely need to be more willing to do stuff like sell Scrap earlier, especially when you're having trouble. Early wins are pretty necessary, and avoiding gaining advantages to optimize an imagined future that may not occur unless your present build wins is a bad call when taken too far. Selling almost all your shielding items when picking up the Moles was also a big problem, obviously. Taking all shielding items off the board for a ray is also a bad decision, IMO. Buying the Ray was fine, but ditching all defense for one more? Not so much. More undervaluing shield, or at least that's what it looks like to me...maybe too much focus on Duct Tape? Duct Tape is good, but hardly the only good shielding item...triggering on adjacency is nice, but in practice having a low cooldown is often just as good. Multiattack can make triggering on adjacency better than that, but it's not necessary for shielding to be viable at all or anything,
The Core? The Core made specifically for charging? The Core that charges items on the right and gets charged by items on the left? That Core?
Yeah the Alpha Ray is bugged. Some other bugs include Vanessa's amulet not working at all (or only in limited cases) and Capacitor only charges the item to the left
shockingly rays are still very good, they could remove the text about another ray charging and it'd be fine
The "Upgrade your leftmost 'silver-tier item'" and like upgrades work for anything UP to that tier. With the given example, this level up bonus would work with bronze tier items as well
Ignition shield/induction aegis *used* to be a slow item, and probably got left in the list accidently
ALF from ALF! The alien from ALF!
Also thanks for reminding me how old I am with the 70's Show reference. That show aired in 1998. That means it's almost as long now since the show was on the air, as when it was first on TV versus the era it was parodying.
Honestly think 'Ray' should be a category so as it could help with adding depth and clarity to that element of the kit (as aquatic etc is), also facilitates explained that selection, if they desire.
I play almost only dooley because it's just the kit that I like the most, my advice on dooley, which you can take or ignore if you want to (specially because I'm not an expert or anything):
For almost all cores, putting ANYTHING on the right of the core seems like a huge bait. For "The Core" here, it can be a valid strategy if you have a single impactful item that you want to specifically charge, but most of the board works best on the left still. Dooley has a myriad of skills and items that interact off the core triggering, making the core trigger faster is 95%+ of the time just better than trying to finagle the very small scaling/effects that the core gives to its right side. For example right here, just putting everything on the left means more core triggers, faster ray scaling, faster build overall, also the core itself is a weapon so faster core means more attacks that are buffed by alpha ray (which as you noticed, alpha ray is bugged and doesn't trigger other rays, but it's just alpha ray).
Duct tape is good, but in my personal opinion you are overvaluing it, it would have been nice here and in many occasions where dooley can scale it beyond belief but a lot of times you're better off prioritizing an aggressive build since dooley Also does that very well. I guess this is pretty subjective and depends on the specific run but I believe you need to prioritize offensive scaling more, you gave a lot of upgrades to beta ray that would have been a lot more impactful on alpha ray, but that's anecdotal ant not necessarily _always_ the case, I just think you need to first be able to deal good damage, then you can worry about enhancing your survivability, because making your board debuffing (slow/freeze etc) better isn't going to compound much unless you're already also scaling (or outputting) your damage on-curve.
Rays are good. Quite good. You can choose any core and put almost any array of small items to the left of the core, with as many rays as you can find, and it'll usually work alright, if you try rays again, maybe just try thinking about it more in terms of "how can I make my core and rays trigger as often as possible" rather than trying to build more specific synergies, it can happen often that a bunch of small relatively-quick items without much synergy, still work better than a couple bigger synergistic items that don't trigger your rays as much.
Basic Core is maybe my favorite Core. Purely because Dino Dooley is my favorite Dooley, and charging Dinosaurs is the most fun.
If you're interested in Dooley tips then I'll throw this here.
I said this last video as well, but the stuff you have to the right of the Core are just not worth being there, having the Core trigger more triggering rays more would be better with what you have. At the 17:55 point where you asked if your build was awful you probably should only have the coolant to the right and even that is debatable at that point. Generally with Dooley you really want to get to a point where your core is always triggering or on the animation cooldown for charge triggers coming in, the core cooldown level up option is really good for this as well.
Again at 30:00 ish you were bummed about how you were setting up metronome and ended up putting it next to Beta Ray without ray support (given alpha ray bug). Throw that sucker directly to the left of the core, put everything else to the left as well (Mech-Moles then Pulse Rifle then everything), trigger core a lot, trigger metronome a lot haste mech-moles a lot.
The basic Core is a bit harder to get it to be good, unlike ignition and companion core. You (again generally) need to search for 1 good thing to put to the right, and then max speed on the left until you get to a point where you can move more right. Pretty often you just don't get there, but building for the potential is fun imo.
TLDR: Value the left side of core and fast core trigger for a better time.
Really holding yourself back with core placement. Dooley wants to proc their core constantly since so many items and skills depend on it. Specifically with The Core, the only items that should be to the right are high impact items with long cooldowns like the dinos; Combat Core would have also gone hard as the right-side payoff (or replacement) had you picked it up. And even when playing Burn or Shield Core, left-side charging is frequently better than right-side scaling, especially as the game progresses. Next time you might try prioritizing core procs unless you have a high powered payoff and see how it pans out.
Yeah that lizard is a real party pooper
It looked like beta was charging the beta ray when it had a very low cd. Charge can't go past an items maximum cooldown, or in other words, you can't overcharge an item and have it carry over.
This means if every 4.9 seconds you have an item charging an item that goes every 5 seconds, that item now goes every 4.9 seconds (not a pattern of 4 seconds)
After looking at it, alpha is just straight up not charging the beta ray
Merry Christmas! Hope you get a shiny new Monitor Lizard nerf as a present. :)
Could be that they hotfixed Beta Ray to only work on core usage and forgot to change the text.
The bug is with alpha ray. Alpha ray doesnt trigger yhe other rays
I would normally never say this because Dooley is so over tuned at the moment that I dont want to encourage Dooley players to spam those same over tuned items with no shame. However, it is Rhaps. Ray builds are busted, but you almost always need to put the core all the way to the right to trigger it as often as possible, regardless of what the core's individual effect is, because the only thing that matters is triggering the core as often as possible as that is what scales the rays. Putting anything to the right of the core typically makes the rays worse, even if it is the charge core charging the rays. Maybe if you had every ray possible, but I am not sure if that would even be better. Also, LEDs both trigger the core fast and basically slow the entire enemies board at the same time all for the low cost of a single small item.
Please downvote this into oblivion so maybe others don't see it. I'll be real though, I stopped playing bazaar until the next patch anyway (where along with the item rebalance, hopefully they will also remove all freeze skills and corrosive toxins from the game). Who knows though, maybe someone is still trying to power through the struggle of a sea of Dooleys spamming the same tired build over and over.
oof, you definitely cannot beat hydrodude without a very specific plan in mind. Best strategy is no weapons if you're fast enough since the eel never attacks. Otherwise I'd say you need ONLY weapons, or just one very large one. Lots of small scaling weapons and items is about the worst build to go against him since you're triggering the eels constantly with low damage and scaling him in the meantime.
You definitely need to be more willing to do stuff like sell Scrap earlier, especially when you're having trouble. Early wins are pretty necessary, and avoiding gaining advantages to optimize an imagined future that may not occur unless your present build wins is a bad call when taken too far.
Selling almost all your shielding items when picking up the Moles was also a big problem, obviously. Taking all shielding items off the board for a ray is also a bad decision, IMO. Buying the Ray was fine, but ditching all defense for one more? Not so much. More undervaluing shield, or at least that's what it looks like to me...maybe too much focus on Duct Tape? Duct Tape is good, but hardly the only good shielding item...triggering on adjacency is nice, but in practice having a low cooldown is often just as good. Multiattack can make triggering on adjacency better than that, but it's not necessary for shielding to be viable at all or anything,