So how good is Splash Fount omega spam? | Hades 2 Olympic Update



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20 thoughts on “So how good is Splash Fount omega spam? | Hades 2 Olympic Update”

  1. Been watching you and Boated a lot recently.
    Its fun seeing how you two play and think differently, you going for big one button stuff in a lot of videos and Boated tending to combo in attacks and specials all the time.
    Glad to see hades can provide different play styles even for people who’ve played it to no end.

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  2. terrible version of bloodline. i would increase damage by scaling by double 20(10), increase base damage from 50 to 100 and make boon prime 50 magic. The effect now works on all attacks but still has internal cooldown. it would be niche boon to use with Hestia's control burn. Control burn+Spalsh font would be 200 hit-on damage. application would be equipping Mel staff, Auto-fire special. you'd do 400 damage specials with both boons. if you pick Zeus special, you could apply blitz, hit with blitz, proc blitz and it would go into that duo boon that increases Zeus lightning damage by 30% if enemy is slipped. the duo boon could also use buff to be increase lightning damage by 60%.

    The boon is suppose be used on spammable specials like Aspect of Pan knife throw, Mel special, axe omega special, fist omega special as some sort of hit-on special build. most people that run these builds tend to use raw damage on specials due to Appolo's legendary. this angle gives opportunity to use Hit-on damage for omega specials instead of raw damage. These boon archetype suck so nobody uses it.

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  3. I feel like part of the issue is that Splash Fount takes too long to proc after the omega attack damages a foe (even setting aside the cooldown issue). I'm fairly sure some enemies died before it could proc.

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  4. I never even think about this boon tbh, but I imagine it works better in tandem with similar effects like spirit surge. Something else to consider about the cooldown reduction idea is that pomming heph boons to reduce cooldown actually makes poms STRONGER the lower it gets until the cap – at least once it hits 1 second per pom. Going from 3 seconds to 2 is theoretically a 50% increase in damage, vs going from 4 seconds to 4 being a 33% buff. The percentage reduction increases the smaller the cooldown gets with a flat reduction

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  5. Hello ! Great vid !
    I was wondering : how do you have the arcane XXIV active ? I beliebed you needed a complete row of arcane active to activate the arcane XXIV ??

    Btw this build you tried with poseidon and the torches works better with zeus as iy has no cooldown

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  6. Why does this need to be feedback, other than to say it could benefit from being more clear?

    If we're being honest is it not insane to imagine this working? There's OP and then there's just Broken.

    Why would we want broken?

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  7. This boon is hilariously bad. It doesn't even make sense, since an omega move is usually killing the enemy before the splash appears. The splash isn't even particularly powerful to justify the internal cooldown. The visual isn't very clear as to its hitbox, nor is it satisfying. It's made even more bad by the bad damage, small size, and weak levels.

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  8. Splash Fount with Rapture Ring is a nice combo. I usually like to use Xinth and after bunching them up with Rapture Ring, hit them with the omega attack and/or special which causes Splash Fount to hit multiple enemies.

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  9. To address the chatter asking about optimal power/percentage ratio, no there isn't one: power makes percentages more powerful, and percentages make power more powerful. Power is better with faster attack speed than it is with slower attack speed, while percentage is equally effective all the time.

    Both sort-of have diminishing returns with themselves, as far as being an effective multiplicative damage increase, but continuing to take one will always be an equally strong additive increase. For example, if your weapon hits 1/sec with 10 power, +20 power is +20 dps (a 200% "multiplicative" increase), while if you got it up to 1/sec, 100 power, +20 power would still be +20 dps but that's only a 20% multiplicative increase. On the other hand, if you have 100 dps (in any manner, fast/weak or slow/strong) and get your first +100% damage, that's +100 dps, while if you get another +100% damage (for +200 overall) that's 300dps overall so that second +100% **still gave +100 dps**, but was only an effective +50% multiplicative increase over the 200 dps you had without it. Most videogames roughly scale multiplicatively though, so people call that diminishing returns.

    Edit: Of course, pomming anything (except heph boons) has actual diminishing returns with number of poms, because the increase itself shrinks.

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  10. On trio boons, I think it would be cool if they made them the conclusion to the infusion system. 3 gods have boons of each element type, have a trio boon where if you have an boon from each god of the same element you get some kind of big, themed buff.

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