Mad God Update.
Steam Played Hours: 69
My archer actually maxed defence roughly a week ago, but I didn’t want to post a celebratory note and then proceed to jinx it with YASD.
Instead I was taking a much-needed wizard farming break and having the archer go out to play around. It’s been… different. Very much so.
1) Damage Pattern Ain’t The Same
I’m using a Golden Bow on the archer. It’s the only vaguely respectable bow I own. The firing pattern is a spread of three arrows.
On the one hand, the spread means good aim is less necessary. (And I don’t -have- great aim, so that’s nice.)
And on the other paw, it means my damage is spread out at long range, when only one arrow can hit. If I want to apply more damage, that means running in closer to mid-range where the god bullets are closer together. Which is more nerve-racking.
In the screenshot, the difference is really obvious. The necromancer behind me has nearly the same firing pattern as a wizard and he’s pew pew’ing the beholder at a much faster pace and with higher damage than my archer can.
If I was concentrating more (and not just out to take a screenshot for demo purposes,) I could hit both gods with my firing pattern, but overall dps per god would be lower since likely only one arrow would hit each.
Or I could move in closer on the ghost god and try to hit it with two or even three arrows and increase dps that way.
Assuming I didn’t eat a faceful of bullets.
2) High Stats is Noticeably Better
Then again, eating one or two bullets on the archer is not the “ow, argh, my face!” experience it is for the throwaway farming wizards.
Between the max defence, which cuts down on the damage per bullet, and the high (if not yet maxed) vitality, which determines hp regeneration rate, and the naturally higher health bar reservoir, the archer has much higher resiliency and survivability.
Even if I accidentally get too hurt, the high vitality helps to regen it back at a fast pace. Downtime is a couple of seconds, especially if I throw on a +7 vitality ring for an extra boost.
The wizard by contrast is noticeably squishier.
Come to think of it, after checking the wizard base stats average on the Mad God wiki, this incarnation #5 is possibly somewhat below average to average. Slightly higher dex, slightly lower speed and wisdom, about average on attack and vitality. Not sure on the hp and mp, I’m too lazy to log in to check right now.
I won’t be suiciding him to reroll better stats like some people do, though. No point hastening the inevitable. He’s been kinda lucky in that he’s survived this long, and gotten a T8 Staff of Horror (one tier better than my standard T7 Staff of Destructions for throwaway wizards) and a T4 Destruction Sphere spell. He’ll bite it one day on his own. Of that, I am sure.
The one thing I really miss on the wizard is speed.
I still enjoy the glass cannon crazy direct damage mobile turret thing he’s got over the archer. But the archer has 45 speed over his 24, and it feels SO much better. It’s more fluid and dodging is easier and more forgiving of slower reaction times. One can circle strafe gods and do other crazy risky things with higher speed.
I’m still working on getting the rest of the archer’s stats maxed, but once he maxes speed, I’ll be glad to start squandering some on the wizard. Probably not this one, since he’s starting out below average, but chances are good he’ll be dead by then.
(Poor fella, talking about him like that. Maybe he’ll prove me wrong? …Nah.)
Both classes are capable of doing sufficient damage for both soulbound drops and stat pots. That I tested. It’s naturally easier solo, rather than side by side competing with more buffed out wizard types.
The archer takes slightly longer to kill gods, but the tradeoff is he can hang around much longer as well. And some gods like the sprite god are much easier, the bullet spread lets me hit the god while dodging and circle strafing and the higher resiliency means being hit by a bullet or two is not as painful.
I suspect I’ll be alternating between the two to farm.
(Another worthwhile goal is to try and hit 400 fame with the archer as that’s a class quest that earns a star. But that one is long-term and all in good time, because the archer will have to die in order to reap the fame, and I really rather not have him die just yet.)
I just have to start playing more carefully with less ‘throwaway’ mentality from now on. (Which might help Wizard #5 to survive…
…I doubt it, somehow.)