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SHPD Detailed Bow Enchant Tier List

Aug 31st, 2020 (edited)
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  1. SHORT VERSION
  2. ==============
  3. Grim > Elastic > Blazing = Unstable > Projecting = Blooming > Corrupting = Chilling > Vampiric = Kinetic > Shocking >= Lucky > No Enchantment = Blocking
  4.  
  5. EXTENDED VERSION
  6. ================
  7.  
  8. S Don't pass this up.
  9. ======================================
  10. Grim
  11. * General Usage (S):
  12. - Pulls its weight just fine, especially when it leads to early kills on otherwise problematic enemies such as Crabs, Guards, and Skeletons.
  13. - Unlike blazing, does its work quickly and with absolutely no drawbacks whatsoever.
  14. - Benefits heavily from every sniper talent; highly recommended to put points in Shared Enchant especially.
  15. * Flurry/Speed Bow (S):
  16. - Synergizes excellently with flurry
  17. -> each hit has its own chance to proc grim
  18. -> this makes making it drastically more likely to proc grim, and multiple grim procs can decimate a boss's HP.
  19. - Remains excellent even without usage of sniper specials thanks to optimized damage per turn of speed augmented bow along with the increased attack speed to facilitate more chance to proc grim.
  20. - Is utterly broken with Ring of Furor.
  21. * Snapshot (S):
  22. - Snapshots can be followed up by another bow shot for a total of two attempts at a grim proc, both of which can surprise attack after a shuriken shot (or after kiting something into a door).
  23. -> This means that it is comparable to Flurry if the bow (or another thrown weapon if +3 shared enchant) is used directly after Snapshot.
  24. -> Is essentially sacrificing some small bow standalone utility in exchange for a much more flexible sniper special, though the increased damage of individual bow attacks arguably makes up for the small loss in DPS.
  25. - Is the #1 user of the sleep-locking sharpshooting strategy (chaining snapshots using sleep darts) due to the strategy's extreme effectiveness at giving many chances for the bow to proc its enchantment without any risk of retaliation from the enemy. Ring of Sharpshooting makes darts last much longer, thus making the strategy much more consistent. Boots of Nature can suffice as well.
  26. - By not augmenting, the bow retains the ability to be viably used alone, distinguishing itself from Damage Augment.
  27. -> The fact that snapshot can miss if not surprised attacked can be problematic, however.
  28. - Holds the luxury of not requiring a stone of augmentation, so one can always augment later if they find a good enough synergy for a specific augment.
  29. * Damage Augment/Sniper Shot (S):
  30. - Probably the best Sniper Shot enchant.
  31. - The huge damage of Sniper Shot combined with the fact that the enemy will have already taken damage from the thrown weapon used to proc Sniper's Mark drastically increases the effectiveness of Grim.
  32. - if Sniper Shot barely misses the KO, Grim is more likely than not to proc, noticeably increasing the consistency of the special.
  33. -> This means that it can make an otherwise barely functional Sniper Shot build powerful by finishing enemies that would otherwise survive with often terrifying consistency (think >50% proc rate), thus reducing dependency on a heavily upgraded ring of sharpshooting or heavy boomerang to work properly, though it heavily benefits from both all the same. (Consider snapshot if one just possesses the ring)
  34. -> This sets it apart from its main competitor here in Kinetic, though Kinetic pulls ahead with the ring due to higher damage rolls powering up its respective effect.
  35. - Guaranteed hit from Sniper Shot can be abused at melee range if the enemy just needs a little more damage to die.
  36. - Can also pull its weight outside of sniper shot
  37. -> benefits from larger raw damage from damage augment to proc grim more consistently if its use is required
  38. -> note that speed augment is a better augment for using the bow by itself for DPS reasons.
  39.  
  40. S-: A close second, with virtually no drawbacks
  41. ===============================================
  42. Elastic
  43. - Gives up no synergies whatsoever, though it isn't ideal at everything like Grim is.
  44. - Has its own unique synergies, and is dramatically less dependent on spacing tools than any other enchantment.
  45. - Virtually always does work of some kind; spacing directly enables more bow shots and can effectively eliminate melee combat.
  46. - upgrade point blank once you subclass; being able to roll for elastic at melee range removes elastic bow's only major drawback in combat, its great difficulty in creating distance at melee range.
  47. - Prioritize blinding darts over all else, if an enemy can't see you, there's nothing to stop you from pushing them wherever you want.
  48. * Prior to subclassing (A):
  49. - Spacing is godly early game, though it's not the most consistent at it, especially before +2.
  50. -> +0 is 1/5 proc chance, +1 is 1/3, +2 is 3/7, +3 is 1/2, and it gets better from there on up.
  51. - If a wand of blast wave is obtained, the enchant can become somewhat redundant
  52. -> even so, spacing is good and powerful.
  53. - Can chasm kill enemies, which is always a plus.
  54. - Is unfortunately not so good as a sole distancing method thanks to bow's ranged penalties at melee range, though it isn't that bad at it with all things considered.
  55. * Snapshot - No Augment (S)
  56. - Arguably the best snapshot enchant in the game.
  57. - A successful elastic proc on snapshot gives the player both free distance and initiative
  58. -> enemy will have to walk one more space than normal to reach the hero after being launched.
  59. -> can be immediately followed up with surprise attacks on a paralyzed enemy.
  60. - Whiffing elastic isn't that bad when the player has initiative to either attack again or use a distancing tool.
  61. -> worth noting that the bow can be used after snapshot as well to try again or finish an enemy.
  62. - All of the general snapshot synergies are enhanced by elastic's mechanics.
  63. - Creates NEW and unique snapshot synergies due to its mechanics, including wand-based builds. Bolas also work excellently with elastic to all but ensure the enemy will never reach you.
  64. - Shurikens, Sleep Darts, and Blinding Darts, and Paralytic Darts are excellent ways to start off snapshot chains that can send the enemy flying to the opposite end of the room.
  65. -> Blinding darts in particular also consistently shut down ranged enemies, completely neutralizing them and rendering them helpless against your onslaught.
  66. -> Doesn't lean as heavily on sleep darts to make snapshot chains work as other enchantments, as your hits will push them away from anyway.
  67. ~> Note that if you can't surprise attack originally, paralytic darts are generally better to lead with, as sleep darts only cause successive attacks to surprise attack after a turn has passed. This is just generally good advice.
  68. - Upgrading Shared Enchant can make it even more difficult to approach the sniper than ever before!
  69. * Warden (S)
  70. - Benefits heavily from the surprise attack potential of grass and the ice imbue effect of icecap to drastically increase the time it takes for an enemy to approach.
  71. - Especially nice with Speed Augment for additional proc chances
  72. - benefits from furor as well as wand of regrowth.
  73. * Flurry - Speed Augment - (S) with Furor, (A) otherwise
  74. - Flurry mechanics reduce the amount of benefit elastic gets from the special, though elastic flurry is almost guaranteed to result in knockback being applied, which can be handy especially if used at melee range.
  75. - Outside of flurry, however, elastic heavily benefits from speed bow's optimized dps and boosted speed:
  76. -> faster hits increase the reliability of elastic's distancing by giving more proc chances.
  77. -> more procs makes it extremely difficult to approach the huntress from afar.
  78. -> It is not unlikely for elastic to knock them into ranges where they can no longer see the sniper
  79. -> knocking enemies into walls will give at least one free surprise attack, and bow's low damage reduces the resist chance to allow more attacks to be spammed on paralyzed enemies on average.
  80. -> if you happen to come across a ring of furor, ring of furor turns elastic into an absolute terror.
  81. - Can struggle in the late game against warlocks, succubus, and ripper demons.
  82. -> Note that knocking them out of vision range will let huntress beat them with no trouble, however.
  83. * Sniper shot - Damage Augment (C)
  84. - Procs can hinder enemy approach if they survive sniper shot, though reduced attack speed makes this unreliable
  85. - Doesn't help very much against ranged enemies.
  86.  
  87. A Versatile game winners with advantages well outweighing their drawbacks.
  88. ===============================
  89. Blazing
  90. * General Usage (S*)
  91. - Highly accessible thanks to being a common enchantment.
  92. - Has a really high proc rate even early in the game (33% at +0, 50% at +1, 60% at +2)
  93. - For its high proc rate, gives highly relevant effects like damage over time and bonus damage that really go far to make up for bow's lackluster damage output.
  94. * In exchange for its power, however, Blazing, compared to other enchants, has much more stuff that it anti-synergizes with including:
  95. - Wand of Frost (applying frost removes burning debuff, and burning debuff removes frost)
  96. - Chilling weapons (see previous)
  97. - Wand of Regrowth/Boots of Nature/Dew/Seeds/Scrolls (when stuff burns you can't use them anymore).
  98. * Do note that upgrading Rejuvenating Steps will allow you to get seeds and dew from burned tiles, which really goes far to make up for their initial destruction.
  99. * Be careful of large grassy rooms. While being ranged prevents you from instantly getting ignited from a blazing proc, you still need to be able to escape.
  100.  
  101. * Sniper Talents
  102. - Upgrading Shared Enchant can let you proc Blazing with any thrown weapon you own, leading into Flurry or letting you spam Snapshot with even more bonus damage than before.
  103. - Probably not going to need Point Blank unless you enjoy setting yourself on fire.
  104. - Upgrading shurikens and Shared Upgrades can make Flurry much more deadly.
  105.  
  106. * Flurry - Speed Augment (S)
  107. - This shit is broke with ring of furor thanks to all the bonus damage this enchantment provides.
  108. - Speed boost from speed augment increases the amount of chances blazing gets to proc to deadly effect.
  109. - For those without (or with!) ring of furor, flurry racks up tons of damage quickly thanks to blazing's bonus damage on burning enemies.
  110. - Especially good with shurikens for the surprise attacks.
  111. * Pairing them with shared enchant and shared upgrades can take the damage potential of flurry even further.
  112.  
  113. * Snapshot - No Augment (A)
  114. - The fact that snapshot takes no turns to use lets you escape even if you proc blazing at point-blank range.
  115. - You can also do hit and run tactics thanks to burning's damage over time, if desired.
  116. - Still lots of bonus damage and flexibility to be found here, to be sure.
  117. - If you have a supply of sleep darts, you can sleep-lock an enemy and deal burning damage throughout the entire process, making blazing an especially desirable enchant for the strategy.
  118. - You're not benefiting as much compared to speed, but is certainly usable for those who appreciate the above.
  119.  
  120. * Sniper Shot - Damage Augment (A)
  121. - This is basically a pseudo-Grim.
  122. - Like Grim, does the most work when the bow is not boosted by a ring of sharpshooting (for example in a boomerang run)
  123. - Very high proc rate paired with a damage over time effect can really go far to enhance the power of a single shot, especially when sharpshooting cannot be obtained.
  124. - very handy against bosses, especially when compared to other desirable enchants for sniper shot.
  125. - While it does no work if the target is KOed outright, the shot won't set fire either in those cases even if it procs.
  126. - If you're too close (enemy is 2 tiles away), you can get caught in burning terrain after shooting, so be careful!
  127.  
  128. * Warden (D)
  129. - Anti-synergizes with Warden's perks.
  130. -> grass is flammable, leading to increased risk of self-ignition when using seeds in combat.
  131. -> fire destroys plants instantly.
  132. - Anti-synergizes with Sandals of Nature
  133. -> Burned grass doesn't drop seeds.
  134. -> Fire destroys dew.
  135. - Mostly anti-synergizes with Wand of Regrowth for the purposes of warden
  136. -> Even if you get armor of brimstone, the fact that fire destroys plants and grass is very problematic.
  137. -> Rooting is cool with burning, but runs the risk of you getting caught up in the fire as well if abused.
  138. -> Above case is arguably better used with sniper thanks to access to flurry, snapshot, or even just armor penetration.
  139. - Overall means that by choosing blazing, you are committing to choosing sniper.
  140.  
  141. Unstable
  142. * Flurry - Speed Augment (A)
  143. - With a Ring of Furor, is probably best referred to as The Enchant That Is All Enchants. More hits = more chances to proc something good!
  144. - Ability to proc Grim is extremely good.
  145. - Blazing procs are more useful for their damage over time effects and can be cancelled out by an unlucky chilling proc, but is overall a great addition.
  146. - Being able to proc vampiric in addition to other effects can be really clutch.
  147. - Flurry gives Unstable greater consistency
  148. -> even a single proc of an A/S enchant (namely Grim, Blazing, Elastic) can result in an encounter being won.
  149. * Snapshot (A)
  150. - Losing the ability to flurry sucks, but the ability to proc grim, elastic, and blazing remains extremely useful.
  151. - Successful elastic procs let you do everything mentioned in the elastic description above.
  152. - Its ability to always use conserved damage if available makes it synergize with Kinetic weapons.
  153. -> If paired with a Kinetic weapon, can be used to expel conserved damage prior to making the killing blow
  154. -> This is useful because this often can put enemies closer to death, allowing more damage to be conserved on the actual killing blow.
  155. -> If enough damage is conserved, can be used to one-shot enemies at range.
  156. -> Is overall a rather niche synergy, however, though it is better at this than Kinetic bow itself.
  157. * Damage (A)
  158. - The ability to proc the best enchants of sniper shot make this a good (if somewhat unreliable) choice to pair with a Sniper Shot build.
  159. - The lack of consistency is not a huge issue, as the focus of damage augment/sniper shot is raw damage and not enchantment gimmicks like the other two specials.
  160. * Warden (B)
  161. - The only thing to really watch out for is an unfortunate (and not particularly uncommon) blazing proc.
  162. - Otherwise, the ability to proc useful enchants is very nice.
  163.  
  164. B+ Especially good enchants that make excellent use of talents
  165.  
  166. Blooming:
  167. - Benefits hugely from t2 talents
  168. -> Rejuvenating Steps lets the huntress "refresh" a previously trampled grass from a blooming proc, drastically increasing the value of even a single blooming proc.
  169. -> Heightened Senses allows sniper to reasonably abuse blooming procs.
  170. ~> If one decides to go sniper, +2 should go into this talent, and a point should be strongly considered for seer shot once it becomes available.
  171. ~> Warden has no need of this talent, as she can already see through grass.
  172. * Speed - Flurry Sniper - (B+)
  173. - More hits = more proc chances -> more grass -> more fun.
  174. * Unaug. - Snapshot Sniper - (B+)
  175. - Instant grass can be useful in tandem with camouflage or just for flexibility's sake. Getting lucky with camo can feel really satisfying.
  176. - Giving seeds is very nice for the sleep-locking strategy, as well as for crossbow in general.
  177. * Damage - Sniper Shot (C):
  178. - More seeds for displacing darts are good for Sniper Shot
  179. - Should be noted, however, though Damage Augment will constrain your yield/enemy to 1-2 proc chances.
  180. - Better to use a Wand of Regrowth, which helpfully roots the enemy to let you get some distance for Sniper Shot.
  181. * Speed/Unaugmented - Warden (S)
  182. - Speed augment is recommended for more proc chances.
  183. - On-proc effect is extremely useful, playing into all of warden perks excellently.
  184. - More seeds mean more power for warden, and the fact that warden can see through grass and gets barkskin from trampling it means that she immediately gains an advantage with grass nearby.
  185. - Not needing to invest in heightened senses frees the warden to invest in other talents
  186. - Very nice synergies with Footwear of Nature and ring of furor.
  187.  
  188. Projecting:
  189. - Is the clear winner of v0.9.1 and v0.9.2 thanks to the addition of Heightened Senses.
  190. -> +2 Heightened senses almost perfectly matches up with projecting's vision range, allowing almost full exploitation of the bow enchant where it would be possible.
  191. -> This allows her to easily attack through walls, especially helpful against large and immovable enemies
  192. -> She can also attack through locked doors, allowing easy elimination of correctly placed armored statues.
  193. - Further, benefits HEAVILY from sniper's talents, ESPECIALLY shared enchant.
  194. - Shared Enchant +3 allows the sniper to use regular thrown weapons through walls, allowing her to retain access to her specials and make use of thrown weapons such as bolas to really hamper enemy approach.
  195. - Because boomerang can return through walls when used in this manner, upgrading a boomerang and pairing it with sniper shot can prove highly effective. Pairing bolas with flurry or snapshot can work wonders as well, though they do not return.
  196.  
  197. - Benefits somewhat from alternate sources of ranged damage like wands that can make up for the fact that projecting bow does not otherwise provide any useful effects in combat unless one is using some sort of imbue.
  198. - Can also craft elixirs of icy touch and dragon's blood as sniper to allow proccing of some sort of effect through the projecting bow, though these are of course consumables. Alternatively, appreciates ice cap and firebloom effects from warden, though this is less consistent and requires use of a consumable to take full advantage of, and you lose the armor pierce. Can also craft elixirs of icy touch and dragon's blood as sniper.
  199.  
  200. - Is the #1 enchant to be paired with Dried Rose, as its ability to attack through the ghost makes for greatly increased flexibility with ghost's position, such as allowing corridor combat.
  201. - The bow ends up complimenting the ghost's damage output, making for a powerful synergy.
  202.  
  203. - Synergizes excellently with Rings of Haste, Chains, and Hourglass, all of which can be used to put a wall or other obstacle between the huntress and her target.
  204. - Being so reliant on a single t2 talent to work at all means that its usefulness before the talent can be obtained is rather minimal.
  205.  
  206. B Good options, but have notable shortcomings.
  207. =======
  208. Corrupting:
  209. * Flurry - Speed Augment (C)
  210. - Do note that you need to kill them with the bow shot, and it's not going to help you do that.
  211. - Does benefit from speed's optimized DPS in that you'll get kills faster without having to resort to a one-shot
  212. tactic like Sniper Shot or gimmicks via snapshot, though flurry is wasted due to the lack of an on-hit effect.
  213. - Base DPS, however, is the only thing that speed augment gives corrupting.
  214. - Flurry does NOT have an increased chance for corrupts, and flurry's lower damage potential than the base bow makes the use of flurry usually not quite worth it especially given there is nothing to proc on-hit.
  215. * Snapshot - No Augment (B)
  216. - Compared to Speed augment / flurry, the combo of thrown weapon+snapshot+bow shot has a higher net damage potential.
  217. - Not using Speed Augment means the bow is better on surprise attack compared to Speed Augment.
  218. - Without thrown weapons, Speed is usually superior thanks to its increased DPS potential, though it remains weak.
  219. - Lack of an on-hit proc effect to complement bow hits is unfortunate.
  220. - With an excess of thrown weapons (esp. sleep darts) and a Ring of Sharpshooting, has a very high damage potential while retaining flexibility than Sniper Shot does not have.
  221. - There is nothing that says you have to KO them on the first try, and the bow can always be used as a finisher after a Snapshot.
  222. - One can always transition to Sniper Shot if proper synergies are found.
  223. * Sniper Shot - Damage Augment (A)
  224. - Having a chance to Corrupt enemies on kill is really neat, and there isn't enough competition on the enchantment front to say that isn't a desirable thing to have.
  225. - Really excels when paired with Ring of Sharpshooting, which essentially makes the KO on most enemies a forgone conclusion.
  226. - Lack of on-hit effect is not nearly as important when the aim is to KO immediately.
  227. - It does suffer from being useless against bosses, but so does Kinetic (usually), and that's S rank.
  228. Chilling:
  229. * General (B)
  230. - Is a suboptimal kiting method thanks to the 6 turn cap on the Chilling it can apply (6 turns = 50% reduction,
  231. so as soon as you stop attacking you lose the 50%)
  232. - Is good, however, at giving extra shots on the enemy, especially when paired with actual distancing tools like Wands of Blast Wave or chains.
  233. - A low base proc chance (25% at +0) hinders its ability to consistently do work if the bow is +0 given it relies
  234. on proccing many times relatively consistently (roughly once every 2 turns).
  235. -> The problem is alleviated to a noticeable degree as soon as it upgrades, however (25%->40%->50%).
  236. - Anti-synergizes with anything that applies the Burning debuff, as they will cancel each other out.
  237. - Benefits from Rings of Furor and Accuracy, both of which let it stack Chill much more easily.
  238. - Works well with Warden, who usually doesn't care about the fire anti-synergy. Might be good to augment it for speed. Removes reliance on icecap for ice imbue as well.
  239. * Speed/Flurry (B)
  240. - Greatly benefits the increased amount of proc chances provided by Speed Augment's speed boost.
  241. - Increased DPS increases the value of getting extra turns to attack.
  242. - Flurry is very effective at quickly racking up Chill.
  243. - The fact that it is much easier to open combat with Flurry compared to using it during combat only benefits the usability of Chilling Flurry, as you can start with the enemy chipped and Chilled.
  244. - After the initial chill is applied, all that is needed is to simply preserve that chill amount, which is much easier.
  245. - Murders fire elementals.
  246. * Snapshot (B)
  247. - Is inferior to elastic snapshot in virtually every way, but is not bad in its own right.
  248. - If you have the thrown weapons and maxed out Shared Enchantment, it's just as effective as flurry at stacking chill, and does more damage. You may need a lot of thrown weapons though.
  249. - If you're not actively using snapshot or don't have shared enchantment maxed out, you're probably better off augmenting the bow for speed.
  250. - rings of furor and accuracy can go far in helping chilling bow maintain its maximum chill throughout combat.
  251. - point blank isn't a bad option.
  252. * Sniper Shot (D)
  253. - Probably won't be seeing it put in much work when all it can do is apply a 3-turn chill that doesn't lower enemy speed enough to cause them to even lose a turn in the two turns you are stuck in cooldown.
  254. - Doesn't do anything at all if you one-shot them.
  255.  
  256. C: Usable, but lacks synergy potential or general usefulness, especially compared with other enchantments
  257. ===========
  258. Kinetic:
  259. * General (D)
  260. - The fact that bow doesn't do a lot of damage normally drastically reduces the general effectiveness of kinetic.
  261. - If not playing to its strengths, will often do extremely little work, unless the player has a kinetic melee weapon.
  262. - Depends on sniper's ignoring armor perk to an absurd degree if a ring of sharpshooting is not obtained, and benefits heavily from Sniper Shot's lack of accuracy check to make it a reliable tool for finishing enemies. Without the ring, further, its effectiveness by itself is drastically reduced.
  263. - The fact it is only good with the most niche sniper shot special can make it play awkwardly compared to other enchants.
  264. - Its reliance on sniper perks renders it extremely weak in sewers and prison if one does not have an early ring of sharpshooting to offset the lack of sniper perks.
  265. * Sniper Shot (A)
  266. - Sniper shot, when done right, often ends up overkilling enemies, which means that non-trivial damage amounts are stored, greatly increasing the value of subsequent shots.
  267. - Heavily benefits from Sharpshooting; it is with highly upgraded Sharpshooting that it arguably becomes better than Grim Bow here.
  268. - If sharpshooting cannot be obtained it is very highly recommended to throw many scrolls of upgrade into a single thrown weapon, preferably a heavy boomerang (which returns after a sniper shot for maximum flexibility).
  269. -> Shared upgrades +3 is roughly as effective at boosting sniper shot as sharpshooting is, so this is a highly viable option.
  270. -> failure to do this will result in poor returns from kinetic sniper shot.
  271. - As stated earlier, appreciates sniper shot's lack of accuracy check to allow the player to get conserved damage through the bow even at melee range.
  272. - Decide whether or not you want to make use of Shared Enchantment, and upgrade it to +3 or don't upgrade it at all. Kinetic proccing at the wrong time can waste potential stored damage from sniper shot if it ends up killing the target, but it can prove useful especially when using things that don't return such as tridents or tomahawks as your main weapon.
  273. * Unaugmented (C)
  274. - Bow doesn't do much damage normally.
  275. - Can do a reasonable job with ring of sharpshooting if one is especially paranoid about sniper shot's delay.
  276. - Can be paired with a Kinetic weapon to make use of conserved damage at range or in a Snapshot directly before
  277. using the Kinetic weapon to finish, but Unstable does that better.
  278. * Speed/Flurry (D)
  279. - Does even less damage than unaugmented
  280. - unless "primed" so you would hit twice, is otherwise worse than using Snapshot for that Kinetic weapon + Kinetic Spirit Bow synergy build.
  281.  
  282. Vampiric:
  283. * C across the board
  284. - Is more notable in challenged runs where health is in much shorter supply.
  285. - Is about the same with all augments and setups; in this way it is much like Grim.
  286. -> Unlike Grim, however, it relies on YOUR health being low, instead of their health being low, and it heals you instead of instakilling them (much worse).
  287. -> It also is hard to use when you most want it (melee combat)
  288. ~> ring of sharpshooting + point blank admittedly make this a moot point, and in this way it can be an excellent melee option regardless of subclass or build.
  289. - Can be amusing to heal 30+ hp with Sniper Shot.
  290.  
  291. D
  292. ===================
  293. Lucky:
  294. * General (D) - extra loot = good. Only proccing on kill and when exp is granted is not so good.
  295. * Speed (D)
  296. - Do note that you need to kill them with the bow shot, and it's not going to help you do that.
  297. - That said, benefits from Speed Augment's optimized DPS in that you'll get kills faster without having to resort to a one-shot tactic like Sniper Shot.
  298. * Damage (B)
  299. - At least it has an effect that helps you. That's better than most other enchantments.
  300. * Snapshot (C)
  301. - Like Corrupting
  302. - flexibility from not requiring use of stone of augmentation to acquire, or turns to use the special.
  303. - has more DPS potential than speed augment/flurry when paired with consistently available thrown weapons.
  304. - Shared Enchantment is very nice.
  305.  
  306. Shocking:
  307. - Have you heard the tale of the Shocking FORCE CUBE? you can throw it at a group of enemies and have it proc Shocking on _each one_, resulting in LOTS of bonus damage across all of them.
  308. - This is literally the ONLY good reason to do this.
  309. - This _specific_ t3 spread should be used:
  310. WITHOUT SHARPSHOOTING (upgrades in 1-3 cubes): [2-3 point blank / 0 seer shot / 0 far sight / 3 shared enchant / 2-3 shared upgrade]
  311. WITH SHARPSHOOTING: [3 point blank / 0 seer shot / 1-2 far sight / 3 shared enchant / 0-1 shared upgrade]
  312. - Explanation: force cubes hitting things in melee range actually incur an accuracy penalty, so point blank is needed to alleviate this issue. Shared Enchant maximizes the chance that the cube will proc shocking and should always be upgraded to +3. Shared upgrade is useful when directly upgrading the cubes, considering that it will power up your sniper shot so it does more shocking damage to surrounding foes while hopefully deleting the one it hit.
  313.  
  314. * Sniper Shot - Damage Augment (B with force cubes, B- without)
  315. - For those times you use Sniper Shot with other enemies nearby (Ghouls, Rippers, Dwarf King, summon rooms, etc.)
  316. - Better have that force cube to actually do work.
  317. - You will probably only notice it in Swarm Intelligence challenge runs and when fighting Ghouls and Dwarf King.
  318. -> Admittedly is nice to deal lots of damage in those cases to multiple enemies.
  319. -> However, in those cases is somewhat dependent on a ring of sharpshooting to do respectable shock damage.
  320. -> Because damage is dependent on the bow's actual damage, other sniper synergies fall flat by comparison.
  321. - Is totally useless in single combat, however.
  322. * Snapshot - Unaugmented - B with force cubes, D without
  323. - Low damage from the spirit bow and snapshot and extremely situational effect makes this a mediocre option all around.
  324. - Force cube = good. Good when you have a lot of force cubes and a ring of sharpshooting.
  325. * Flurry - Speed (B with force cubes, D without)
  326. - More DPS than unaugmented Spirit Bow and Flurry spreads Shocking procs more consistently
  327. - that said, said procs will do minimal damage for most of the game.
  328. - you'd be surprised at how rarely Shocking comes into play, especially with Speed Bow.
  329. - What really hurts is that it doesn't actually help you in dispatching that enemy you're shooting at.
  330. - Force cubes + shared enchant + shared upgrade (or ss) can alleviate this issue, however! Go force cubes!!!!!
  331. * Non-sniper (D-)
  332. - Have fun distributing your 1-3 damage between a bunch of other enemies in the cases when you actually get the opportunity.
  333. - No shared enchant = big sad for force cube lovers
  334. * Other note:
  335. - notice how I said they're all the same rank when used with Force Cubes. That's because the bow itself isn't going to be very helpful to you and you're going to be relying almost entirely on the Cubes.
  336.  
  337. F: Completely Useless
  338. ======================
  339. Blocking
  340. - Bow is meant to be used at range.
  341. - Blocking is only helpful in melee situations.
  342. - Bow has halved accuracy in such situations
  343. - Damage blocking is minimal for most of the game thanks to bow's natural upgrading scheme.
  344.  
  345. - Okay, so like if you REALLY want to use this, you need a ring of sharpshooting (or ring of might if you are poor), sniper, and point blank +3. Use it instead of your melee weapon and enjoy having a blocking weapon I guess... It's still really weak though and every single enchant is better at doing sharpshooting than this one.
  346.  
  347. No Enchantment
  348. - No effects leave it outclassed by enchanting the bow.
  349. - Is situationally useful for not anti-synergizing with warden (unlike blazing)
  350. -> note, however, that every other enchant barring Unstable also can say the same thing.
  351.  
  352. Changes:
  353. =========
  354. 11/21/2021: Promoted Elastic to S-, I've been converted. Added more details to it, and changed some formatting around.
  355. 11/20/2021: Fixed some typos (esp. in Kinetic -- said shared upgrade instead of shared enchantment), and added more drawbacks to Lucky.
  356. 6/12/2021
  357. - Moved Lucky to D, it's hot garbage.
  358. - Moved Kinetic to C, it's overrated and I've been in denial.
  359. - Fixed formatting
  360. 3/1/2021
  361. - Adjusted to account for v0.9.2 changes
  362. - Added content to shocking/blocking/etc. since now they actually have uses. They're still bad though.
  363. - Updated projecting to reflect the fact that it now can use sniper specials through walls consistently now that shared enchant exists, but it is still B+ because this synergy pops up so late in the game.
  364. - Blazing now mentions rejuvenating steps.
  365. 12/12/2020
  366. - Created a new rank (B+) for enchants that got substantially better (projecting/blooming)
  367. 11/27/2020
  368. - My opinion on kinetic bow has declined, now listed as "S-" as a sniper shot enchant due to its extremely heavy reliance on ring of sharpshooting to work properly even after recent sniper buffs. Kinetic is the worst enchantment that is listed as B, and it is only B because it at least does something well, unlike the entirety of C rank and many of the enchants that are also in B rank (chilling..).
  369. - Updated grim, now mentions sleep-locking with snapshot, as it is the #1 user of the strategy. Put some more emphasis on the fact that it is not nearly as reliant on rings of sharpshooting, heavily upgraded thrown weapons, or other prior damage as kinetic is.
  370. - Sniper Shot description for Shocking is now a bit less... pessimistic about its usefulness and discusses potential applications in challenged runs and against Dwarf King. Is now listed as being as good as Lucky on Sniper Shot, actual ranking unchanged because sniper shot performance matters less than performance in other areas.
  371. 11/24/2020
  372. - Moved Projecting to B rank. I gave up on splitting it into categories since it sucks in all of them, so I just described how it works and why it is good.
  373. 11/21/2020
  374. - Added more commentary on kinetic's limitations, especially in the early-game, as well as its performance in sniper shot.
  375. - Added more commentary to corrupting, changed speed augment to C rank due to lack of flurry synergy, though I may revert it.
  376. - Added a section for warden for blooming.
  377. 11/02/2020
  378. - Formatted so that successive lines of commentary are now aligned with each other.
  379. - Added more detail to projecting
  380. - Added some sections relating to warden usage.
  381. 10/18/2020
  382. - Added more detail to damage augment blazing
  383. - changed the ordering of some augments for more consistency (though it's still pretty inconsistent)
  384. - Corrupting is still in B rank, but is C/B/A (Spe/NA/Dmg), up from C/D/A for the sake of greater appreciation of snapshot.
  385. - Lucky is now C/C/B instead of C/D/B. maybe will end up being D/C/B, will need to think more about it.
  386.  
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