Storypost | 2019.08.10
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Soldier's Syringe |
Increases attack speed by 15%. (+15% per stack). |
Commando/MUL-T/Huntress/Mercenary/Rex: This is almost completely wasted on the artificer and engineer. |
Tougher Times |
15% (+15% per stack) chance to block incoming damage. Unaffected by the luck. |
Any: Everyone needs to not get hit, though it's obviously better for tanks. |
Monster Tooth |
Killing an enemy spawns a healing orb that heals for 6 (+6 per stack) health. |
Mercenary/Engineer/Artificer/Rex: Front line classes benefit from health drops more, especially Rex. |
Lens-Maker's Glasses |
Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage. |
Commando/MUL-T/Huntress/Engineer: I'd tend toward giving the high range/fire rate units the critical effects (or engineer for his turrets). |
Paul's Goat Hoof |
Increases movement speed by 14% (+14% per stack). |
Any: Everyone needs movement speed, especially tanks. |
Bustling Fungus |
After standing still for 2 seconds, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack). |
Engineer: If you give this to anyone other than the engineer it's just 3D printer fodder. Standing still is never a good idea unless you're a turret. |
Crowbar |
Deal 150% (+30% per stack) damage to enemies above 90% health. |
Any: Whoever's doing crowd control since this is really only good at smashing squishies. |
Tri-Tip Dagger |
15% (+15% per stack) chance to bleed an enemy for 240% base damage. |
Commando/Huntress/Engineer/Artificer: Characters that spread the damage around or need to attack from distance benefit most from causing a bleed effect. |
War Banner |
On level up drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30% |
Any: Typically with one stack per character to maximize the likelihood of dropping a banner near the portal. The engineer should be the first to get a banner since he can drop his turrets and shield bubble in it. |
Cautious Slug |
Increases passive health regeneration by 250% (+150% per stack) while outside of combat. |
Commando/Huntress: Since commando and huntress are most frequently attacking from range, they'd actually use the effect of the nutsack. |
Personal Shield Generator |
Gain a 25 (+25 per stack) health shield. Recharges outside of danger. |
MUL-T/Mercenary/Engineer/Artificer/Rex: Best for tanky units. |
Medkit |
Heal for 10 (+10 per stack) health 1.1 seconds after getting hurt. |
Rex: Pairs well with Rex's tendency to self-harm. |
Gasoline |
Killing an enemy ignites all enemies within 12m (+4m per stack). Enemies burn for 150% (+75% per stack) base damage |
MUL-T/Huntress/Engineer/Rex: Best for the crowd control build that's taking down squishies. |
Stun Grenade |
5% (+5% per stack) chance on hit to stun enemies for 2 seconds. |
Commando/MUL-T/Huntress/Mercenary/Engineer: Better for high fire rate, pair with the syringe. |
Bundle of Fireworks |
Opening a chest launches 8 (+4 per stack) fireworks that deal 300% base damage. |
Any: Just save the boxes around the teleporter for whoever has fireworks. |
Energy Drink |
Sprint speed is improved by 30% (+20% per stack). |
Any: Like the goat hoof, everyone needs sprint speed. |
Backup Magazine |
Add +1 (+1 per stack) charge of your secondary skill. |
Commando/MUL-T/Huntress/Artificer: These classes have worthwhile second skills. |
Sticky Bomb |
5% (+2.5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% damage. |
Commando/MUL-T/Engineer: Fire rate ftw. |
Rusted Key |
A hidden cache containing an item will appear in a random location in each stage. Increases rarity of the item per stack. |
Any: Anyone can pick up a rusted key and use it at a 3d printer. |
Armor-Piercing Rounds |
Deal an additional 20% (+20% per stack) damage to bosses. |
Commando/Huntress/Artificer: Good for the DPS build. |
Old Guillotine |
Instantly kill Elite monsters below 20% (+5% per stack) health. |
MUL-T/Mercenary/Engineer/Artificer: Good for the close range characters. |
Topaz Brooch |
Gain a temporary barrier on kill. | MUL-T/Engineer/Artificer/Rex: Best used on low-mobility tanks that will be focused on crowd control but taking a lot of boss hits. |
AtG Missile Mk. 1 |
10% chance to fire a missile that deals 300% (+300% per stack) damage. |
Commando/MUL-T/Huntress: Fire rate obviously wins here, characters that can attack from afar also benefit from having this more than other classes. |
Will-o'-the-wisp |
On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base damage. |
MUL-T/Mercenary/Engineer/Rex: Close-range crowd control build. |
Hopoo Feather |
Gain +1 (+1 per stack) maximum jump count. |
Any: Everyone needs one or two of these. |
Ukulele |
25% chance to fire chain lightning for 80% damage on up to 3 (+2 per stack) targets within 20m (+2m per stack). |
MUL-T/Mercenary/Engineer: Close range, high rate of fire. |
Leeching Seed |
Dealing damage heals you for 1 (+1 per stack) health. |
Any: Everyone needs as many leeching seeds as possible. |
Predatory Instincts |
Critical strikes increase attack speed by 10%. Maximum cap of 30% (+30% per stack) attack speed. |
Any: But best deferred to whoever has the crit glasses. |
Red Whip |
Leaving combat boosts your movement speed by 30% (+30% per stack). |
Any: And of course this helps most with the low-mobility units. |
Old War Stealthkit |
Chance on taking damage to gain 40% movement speed and invisibility for 3s (+1.5s per stack). Chance increases the more damage you take. |
Any: Even the ranged characters benefit from this almost as much as the tanks. |
Harvester's Scythe |
Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health. |
Any: Best given to the DPS/crit-focused character. |
Fuel Cell |
Hold an additional equipment charge (+1 per stack). Reduce equipment cooldown by 15% (+15% per stack). |
Any: Best given based on the equipment. |
Infusion |
Killing an enemy increases your health permanently by 1, up to a maximum of 100 (+100 per stack) health. |
Any: Everyone needs health, even the ranged units. |
Bandolier |
18% (+10% per stack) chance on kill to drop an ammo pack that resets all cooldowns. |
Engineer: The engineer is most likely to be in the thick of things and benefits significantly from a refreshed shield bubble. Glaive resets for the huntress are very useful, but it's better if she dashes through the action to pick up ammo packs. |
Berzerker's Pauldron |
Killing 3 enemies within 1 second sends you into a frenzy for 6s (+4s per stack). Increases movement speed by 50% and attack speed by 100%. |
Commando/MUL-T/Huntress: Best used by characters that benefit from a high fire rate. |
Rose Buckler |
Increases armor by 30 (+30 per stack) while sprinting. |
Commando/Huntress: The sprintiest units. |
Runald's Band |
8% chance on hit to strike an enemy with a runic ice blast, slowing them by 80% and dealing 250% damage (+125% per stack). |
Any: Useful for everyone, slight bias toward fire rate. |
Kjaro's Band |
8% chance on hit to strike an enemy with a runic flame tornado, dealing 500% damage (+250% per stack). |
Any: Useful for everyone, slight bias toward fire rate. |
Chronobauble |
Slow enemies on hit for -60% movement speed for 2s (+2s per stack). |
Engineer: Fantastic for crowd control that comes from three sources. |
Wax Quail |
Jumping while sprinting boosts you forward by 10m (+10m per stack). |
None: Why would anyone ever want this? |
War Horn |
Activating an equipment gives the holder +70% attack speed for 8 seconds (+4s per stack). |
Commando/MUL-T/Huntress: Attack speed classes. |
Aegis |
Healing past full grants you a temporary barrier for up to 20% (+20% per stack) of your maximum health |
Engineer: Combines wonderfully with healing shrooms on the turrets. |
Brilliant Behemoth |
All your attacks explode in a 4m (+1.5m per stack) radius for a bonus 60% damage to nearby enemies. |
MUL-T/Engineer/Rex: Who wouldn't want exploding attacks? Best for the crowd control build, obviously. |
Ceremonial Dagger |
Killing an enemy releases 3 homing daggers that deal 150% (+150% per stack) base damage. |
MUL-T/Engineer/Rex: Another great item for the crowd control build. |
Frost Relic |
Killing an enemy surrounds you with 3 icicles that deal 3x33% damage. |
MUL-T/Mercenary/Engineer/Rex: Good for tanks, although this item seems to slow you when it procs. |
Happiest Mask |
Killing enemies has a 10% chance to spawn a ghost of the killed enemy with 500% damage. Lasts 30s (+30s per stack). |
MUL-T/Engineer/Rex: Crowd control. |
H3AD-5T v2 |
Increases jump height. Creates a 10m kinetic explosion on hitting the ground, dealing 2300% base damage that scales up with speed. Recharges in 10 (-50% per stack) seconds. |
Commando: Anyone can use this, but it fits the commando's play style the most. |
N'Kuhana's Opinion |
Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage. |
Engineer: Another heal turret synergy. |
Unstable Tesla Coil |
Fire out lightning that hits 3 (+3 per stack) enemies for 200% base damage every 0.5 seconds. The Tesla Coil switches off every 10 seconds. |
Mercenary: Quite a bit of fun for everyone, but best suited for the melee class. |
57 Leaf Clover |
All random effects are rolled +1 (+1 per stack) times for a favorable outcome. |
Any: Everyone needs luck. |
Sentient Meat Hook |
20% (+20% per stack) chance on hit to fire homing hooks at up to 10 (+5 per stack) enemies for 100% damage. |
Any: Though best for high fire rate. |
Alien Head |
Reduces skill cooldowns by 25% (+25% per stack). |
Huntress/Mercenary/Engineer: For high-impact skills and long cooldowns. |
Soulbound Catalyst |
Kills reduce equipment cooldown by 4s (+2 seconds per stack) |
Huntress: Good for the crowd control build, but constant glaives really makes the huntress shine. |
Dio's Best Friend |
Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability. |
Any: Everyone dies. |
Hardlight Afterburner |
Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 33%. |
Engineer: Shield bubble is simply the most useful utility skill. |
Wake of Vultures |
Gain the power of any killed elite monster for 8s (+5s per stack). |
Any: But pair it with guillotines. |
Brainstalks |
Skills have no cooldowns for 3s upon killing an elite monster. (+2s per stack). |
Commando/MUL-T/Huntress/Mercenary/Artificer: Best for classes that have spammable skills. |
Rejuvenation Rack |
Heal +100% (+100% per stack) more. |
Any: Characters that will be around healing turrets are good candidates, but at some point everyone will have a leeching seed or other healing method. |
Titanic Knurl |
Increases maximum health by 40 (+40 per stack) and health regeneration by 1.6 (+1.6 per stack) health/second. |
Engineer: Triple the benefit. Everyone can use this, but let the turrets tank for you. |
Queen's Gland |
Every 30s, summon a Beetle Guard with bonus 300% damage and 100% health. Can have up to 1 (+1 per stack) Guards at a time. |
Any: Everyone wants a beetle buddy. |
Halcyon Seed |
Summon Aurelionite during the teleporter event. It has 100% (+50% per stack) damage and 100% (+100% per stack) health. |
Any: I don't know if these are pooled, but just to be on the safe side, give them all to one player. |
Little Disciple |
Fire a tracking wisp for 100% (+100% per stack) damage. Fires every 0.5 seconds while sprinting |
Huntress/Mercenary: The characters that sprint the most. |
Shaped Glass |
Increase base damage by 100% (+100% per stack). Reduce current health by 50% (50% per stack). |
Commando/Engineer: This can be viable for anyone with the right build, but the commando's infinite range and engineer's healing builds make them the strongest candidates. |
Brittle Crown |
30% chance on hit to gain 3 (+3 per stack) gold. Lose gold equal to 100%(+100% per stack) of amount you are hit for OR lose % gold equal to 100%(+100 per stack) maximum health % you lost. Chooses the greater of the two. |
None: Never wear the crown. |
Transcendence |
Convert all but 1 health into regenerating shields. (shields regenerate faster than base health regen) Gain 50% (+25% per stack) maximum health. |
Commando/Huntress/Mercenary: Best for the hit and run classes. |
Corpsebloom |
Heal +100% (+100% per stack) more. All healing is applied over time. Can heal for a maximum of 10% (reduced by 50% per stack) of your health per second. |
Any: Probably best for ranged builds. |
Gesture of the Drowned |
Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown. |
Any: Equipment-dependent, but can be useful for the close quarters characters. |
pip install _______
Try finger but hole. |
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