The TRUE Cluster Rocket build I've been waiting for. | Hades 2



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21 thoughts on “The TRUE Cluster Rocket build I've been waiting for. | Hades 2”

  1. I think too many people are inferring things about the descriptions. Boons and hammers have very very specific wordings, and they all do exactly what's written. For full salvo, every rocket is fired simultaneously, meaning there are no unretrieved shells. Therefore, the aspect wouldn't buff it. There's nothing else to it. I think too many people are thinking it should do something else that isn't written, and are super quick to call it a bug when it doesn't. People just need to read closer and stop assuming things about them.

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  2. 33:31 haelian is 100% correct here, if you go and fire 3 shells with aspect of mel in such a way that the first shell is still flying while the third shell is fired, all three will hit for the increased power. In fact im fairly sure hael himself demonstrated this in one of his first videos on the mel aspect of the skull. Full salvo should be a good hammer for mel skull, and it not being one should be a bug.

    Edit: here, it was working without the shells being on the ground specifically before:
    https://youtu.be/0HJz1WPfK1k?t=15m37s

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  3. 12:10 that thing with elementary particles is correct, I have done it exactly once, it certainly helps that hestia is both a prerequisite for elementary particles and the god that offers burnt offering, but it is still a hell of a rare thing to happen, good thing about it is that if you only manage half of the setup you're still just left with having elementary particles, which is still good.

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  4. There's still an empty spot in the shop before Tartarus, so maybe they're just holding off on purging pool until they have some bugs fixed? Unless Hermes eventually expands his business into the underworld

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  5. The thing with full salvo is when the shot is initially fired, you have 5/5 shells which doesn’t add the bonus. So I’m pretty sure the bonus added to the shell is based on how many shells you’re missing when you fire the shells. When you have 4/5 shells, only 20 power is added to each shell for full salvo because you’re only missing one shell. Notice when you try it on skelly, when you have 1/3 shells, and you fire that shell, it doesn’t add 60 power to that shells but just 40. That’s because you’re missing 2 shells at the moment of firing but not 3.

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  6. With Full Salvo, I think they must be determining it based on how many shells are out AT THE TIME OF FIRING, not at the time of impact with an enemy.

    If you have all five skulls, there are no skulls un-retrieved at the time of firing, so there would be no bonus damage

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  7. The rocket hammer is a trap. With normal omega attack, you have no worry about obstacle and can easily land it right in the middle of a hoard.

    With the hammer, it can be blocked easily so you have to find a sweat angle to shoot.

    And tbh, it is lazy af hammer

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  8. I think it only does the check if there's unretrieved shells at the moment you fire and not when they explode, so when they simultaneously fire there's no buff. I think the way you think it should work would be more fun, but it kind of makes sense as is, too.

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  9. The bonus power is determined at firing time. The first skull has +0 power because 0 skulls have been spent at time of firing (compare against other skull aspects). When you shoot a full salvo, 0 shells are spent, so the bonus is 0. The damage is set when you press attack based on the ammo you have missing, and it affects every skull in the game, even if it's already been fired.

    It might be bonkers with Apollo legendary depending on if that recalculates missing ammo. The hammer that triggers Omega on pickup might also be good to test with this aspect

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  10. Pretty sure the damage is calculated based how many sheels aren't in your hand when you press fire (not when they hit).
    Honestly that's how I'd expect it to work, the description might not be "technically" accurate but you have to be reaching a little to expect full salvo to work with the aspect that way

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  11. I think the reason Artemis's portrait is in discussion so much is entirely because of the change to shading sensibilities, even if people complaining aren't able to articulate that. in Hades 1 all characters were rendered very consistently with large swaths of deep black shadows, similar to the look of Hellboy, but in Hades 2 they started rendering the Olympians with more restrained shadow usage and saved the enormous black shadows for use on Cthonic gods like Mel and Hecate. for Artemis in particular this has the unfortunate consequence of visually flattening her, all of her black shadows are placed onto her racoon hood thing which just causes it to kinda vanish into the background, and her entire actual body gets uniform medium tone shading with only a couple highlights on her face and down one side with the majority of her body being cast in shadow. the decision to quarantine all of her rich black shadows to one minor visual element and then still cast her entire body in shadow without using that black to create multiple shadow tones makes her almost appear unshaded, if everything has the same medium shadow applied to it then in effect nothing had that shadow. I truly believe that if they left the current art for her completely alone except for adding some additional deep black shadows around her face, lower body, and the chest / arm area opposite her highlight, 99% of people's complaints about her art would be solved

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