Ripper is a tactics-scaling mutation which forcibly recovers projectiles stuck in enemies when they are struck with a melee attack, each inflicting additional damage.
Details
- Special Effects:
- If an enemy has projectiles stuck in it, each melee attack will make 6 projectiles fall out, dealing an extra [118 base] damage for each projectile.
- Scaling: 118 × 1.15Stat - 1 damage per arrow
Number of stats |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
...
|
Mutation effect |
118 |
136 |
156 |
179 |
206 |
237 |
273 |
314 |
361 |
415 |
835 |
1679 |
3378 |
6794 |
13665 |
27485 |
55282 |
111193 |
223648 |
449836 |
...
|
Location
Ripper's blueprint lies in a secret area on top of the Promenade's entrance. Requires
Spider Rune to climb it.
Notes
- "Arrows" in this case means more than just projectiles from bows, as it works with any weapon that could leave projectiles stuck in enemies. This also includes weapons like the
Throwing Knife,
Blowgun,
The Boy's Axe, the
Hemorrhage, or even the
Killing Deck.
- The main appeal of this Mutation is for rapid ammo recovery, especially for fights with Bosses. Additionally, it can be used for quick burst damage with weapons like the
Quick Bow that can riddle enemies with projectiles in seconds, as it makes them much more sustainable than usual.
- Since dive attacks deal melee damage, one does not actually need a melee weapon to remove ammo using Ripper, and can instead perform a dive attack if necessary.
Phaser works as well.
History
- 0.5: Introduced.
- 0.7: Base damage per arrow removed increased from 60 to 100.
- Cell cost increased from 50 to 100.
- 2.4: Base damage per arrow removed increased from 95 to 118.
- Arrows removed on hit increased from 3 to 6.
|