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Megabonk Mechanics: Complexity Cap, Evasion, Damage, and Dice
In this video, the author thoroughly analyzes various mechanics of the game Megabonk, including the difficulty cap, the possibility of achieving 100% evasion, damage scaling for the Gigachad, the use of the projectile speed tome, and the mechanics of how dice work. The dependence of the skeleton's damage on speed is also considered.
1. 🎉 Greetings and announcement of video topics about Megabonk mechanics
- ✅ The author congratulates viewers on the upcoming year and thanks them for their support of the channel.
- ✅ The video will cover the following topics: difficulty cap, achieving 100% evasion, dice mechanics, damage scaling for the Gigachad, and skeleton damage based on speed.
00:00 - 01:32
1. 🎉 Greetings and announcement of video topics about Megabonk mechanics
- ✅ The author congratulates viewers on the upcoming year and thanks them for their support of the channel.
- ✅ The video will cover the following topics: difficulty cap, achieving 100% evasion, dice mechanics, damage scaling for the Gigachad, and skeleton damage based on speed.
01:33 - 03:08
2. 📈 Analysis of the difficulty cap in Megabonk: maximum difficulty level
- ✅ Refutation of information about a difficulty cap of 250% on the first forest level.
- ✅ It has been experimentally established that the difficulty cap on the first level is 500%.
- ✅ A graph showing the dependence of the number of monsters on difficulty is presented.
03:09 - 04:34
3. 🛡️ Achieving 100% evasion: is it possible to avoid any damage?
- ✅ Theoretical consideration of the possibility of achieving 100% evasion on the ninja.
- ❌ Practical testing shows that even when 100% evasion is displayed, damage still occurs.
- ✅ Actual evasion does not reach 100% due to the exponential dependence.
04:35 - 08:35
4. 💥 Gigachad damage scaling: passive, damage tome, and their interaction
- ✅ Consideration of the maximum damage that can be stacked on the Gigachad in 10 minutes, taking into account the effective use of the passive.
- ✅ The minimum cooldown for the passive is 3 seconds.
- ✅ The damage tome works on the principle of multiplying with the current damage.
- ✅ In conjunction with the Gigachad's passive, rapid damage increase is achieved.
- ✅ The damage tome is stronger than the crit tome.
- ✅ For X1 damage, an additional 66 passive triggers are needed, which takes 3 minutes and 20 seconds.
08:36 - 11:52
5. 🚀 Projectile speed tome: why is it needed and how does it work?
- ✅ The projectile speed tome increases the speed of projectiles.
- ✅ Mainly applicable for builds through ricochets.
- ✅ The projectile speed tome allows projectiles to reach targets faster and make more bounces.
- ✅ Effective in conjunction with the dagger and ricochets.
11:53 - 14:48
6. 💀 Skeleton damage from speed: maximum scaling and its features
- ✅ Investigation of the maximum damage that can be scaled on the skeleton through speed.
- ✅ The desert was used as the simplest map for scaling.
- ✅ Damage from speed and other buffs are added additively, not multiplicatively.
- ✅ The maximum cap for additional damage is 300 speed.
- ✅ The skeleton can scale up to 200 speed and receive X9 damage.
14:49 - 19:53
7. 🎲 Dice mechanics: how do they work and how to use them correctly?
- ✅ Analysis of the mechanics of how dice work and their buffs.
- ✅ When a six is rolled, the crit chance increases.
- ✅ The initial crit chance of the dice is 13%.
- ✅ For 14 rolls, the crit chance increases by 2.5% (0.17% per hit).
- ✅ If the crit chance exceeds 100%, then there is a chance for x3 damage and higher.
- ✅ It is important to inflate the size of the dice and pump flat damage.
- ✅ Dice are one of the strongest things in the game.
