![]() ![]() Then, randomly selects a tile inside Zone A. This effectively makes the selected tile in the outer 11% of the world, and at least 200 tiles away from the world's borders.The range is X1 = 200, X2 = mX × 0.11 or X1 = mX × 0.89, X2 = mX - 200, depending on the side of the world.If Y2 is more than mY - 460, then Y2 is set to mY - 460.Minimum depth is Y1 = (S + C) ÷ 2 + 50, and the maximum depth is Y2 = ÷ 3.The size of the first zone is determined as following: When selecting a random tile (X,Y), the respective coordinate will be a random number between these values: X = [X1, X2) Y = [Y1, Y2). ![]() Similarly, the height of the border between Underground and Cavern layers is C (Y = C).The height of the border between Surface and Underground layers is S (Y = S).the positive direction of X and Y axis is "left to right" and "top to bottom", respectively). The coordinates of the top-left tile in the world is (0,0), while the coordinates of the bottom-right tile is ( mX, mY), where mX is the world width and mY is the world height (i.e.To better describe the size of the zone, we first set a coordinate system to describe tile location in a world: (all values below are calculated in tiles) Internally, the Aether biome will be considered a 200×200 rectangular area centered on the valid tile (the bottom-right tile of the four center tiles is the center), and no other structures will overlap with it. If the area passes the check, then the tile is considered valid, and the Aether biome will be generated centered on the tile. There must be no Ebonstone or Crimstone Blocks in the area (unless in a Don't dig up world).The borders of the area must be at least 50 tiles away from the world's borders.The game will generate the Aether by randomly selecting a tile in a zone (see below for technical info about this zone's size) then check a 211×211 to 249×249 (size is determined randomly) rectangular area centered on the chosen tile for the following: The Aether always generates on the same side of the world as the Jungle. The green area will try to generate it first, then the yellow area if that fails. If planning to trade with it, you definitely need the armor item that limits your damage taken to 1 a turn.Large world areas where the Aether can generate. It can be good for deleting enemies that are giving you trouble, but I often found the 5 stamina hit when playing at 1 hp to be too steep, especially since bosses can only take 1 damage due to their Tough passive. I didn't use Engage as much the later into the game I went. Items and food are your safety net, and I often just took food from chests when I could. I would always prioritize keeping stamina above 5 if possible, and would drag on fights longer if I needed to in order to not run the risk of entering the next battle without enough stamina to tank a hit. Otherwise, forcing a stalemate situation and using Demand to build stamina is always a great option. If you have an unfavorable turn and can't hit back, you can use Burn to gain tempo for the next turn if your stamina is high enough. Keep food on hand and always have a way to bump yourself above 5 stamina in case you have to take a hit. With enemy manipulation, I could tank a hit and use Demand to net gain 1 stamina if I had to on a bad turn. I just completed a challenge dungeon run and the only item I didn't swap out for the whole run was the Crab Claw. ![]() This gives you the flexibility to trade aggressively with her regeneration passive at a loss of 3 instead of 5 stamina, spend 2 stamina a turn for no net loss, or battery 2 stamina a turn if you are in no danger.ĭue to her heavy reliance on stamina, any items and equipment that help you manage stamina are incredibly useful on her. Break is her bread and butter as the AI doesn't account for the DEF swing it can give you and it will always net you 2 stamina gain. The benefits she gets to both Break and Demand at 1 heart are core to her play-style, and I think even staying at 2 hearts makes her lose a lot of her potential. When it's low, you play defensively and build it back up using Demand. When her stamina is high, you are free to trade aggressively. As long as she has 5 stamina, she can trade favorably and survive lethal hits because her regeneration passive kicks in even when you drop to 0 hearts. From what I've played, Artemis is all about stamina management. ![]()
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