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 Peglin Cheats

 
   
 
 
Peglin

Cheat Codes:
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Submitted by: David K.

How to Get Over 9000 Run:
-------------------------
Written by Azn509

This will likely get patched, but I had an easy 100k+++ run. 
I attained this aiming for all bosses and treasure chest possible 
with lucky? Events.

-=Core Items=-
Refresh to Crit Potion - Refresh orbs count as Crit orbs.
Crit to Refresh Potions - Crit orbs count as refresh.
Critsomolas Fleecel - Every Crit adds 1.3x.
OverHammer - Transfer residual damage to next enemy.
Echo Chamber - 10% of last attack is transfer to your next orb.

-=Orbs=-
Poltergeist - hits all enemies, travels through pegs when going upward.
Poltergeist can float indefinitely until magnetism runs out.
Multiorb - Splits into additional orbs that are extra light and bouncy.

The more multiorbs hits the refresh and crit orbs the faster.
Dagger - helps stack crit damage.

Anything else is just extra to continue the damage chain.

-=Disclaimer=-
Magnetism does run out. In the second to last minion battle on the third 
stage,there are self inflecting bombs, which magnetism might kill you.

Orbs can get stuck in between pegs ruining your damage combo.




Immune Reload Build Guide:
--------------------------
This is a build that will make you immune to damage and deal 25 damage 
every turn.

-=So you must have=-
* Buckler
* Bad cheese
* Only one ball.

So you discard your ball every turn dealing 25 damage from bad cheese 
and making you immune to damage from buckler.

Note: Its slow but it works for every fight except for the last Boss 
where they will out heal your bad cheese, so make sure you have some 
way of killing them.


What is the Difference Between Basic Blade and Spiral Slayer?:
--------------------------------------------------------------
Be warned fair reader, this information is not for the faint hearted. 
Please, proceed with caution.

Dungeon Die has a secret mechanic where it can’t make your orb deal negative 
damage. So, for example, a 1/2 Matryorbshka cannot receive a -3/-3 debuff 
and is instead limited to -1/-2, so it is more likely to get buffed by the 
relic than debuffed by it.

Basic Blade applies before Dungeon Die, meanwhile Spiral Slayer applies 
after Dungeon Die.

Therefore, if Basic Blade turns a Matryorbshka into a 2/2, Dungeon Die can 
debuff it into a 0/0. However, if Dungeon Die turns a 1/2 Matryorbshka into 
a 0/0, Spiral Slayer can then buff it up into a 1/0.

So, what is the difference between Basic Blade and Spiral Slayer? The 
difference is that, for orbs that are 2/3 or weaker, Spiral Slayer makes 
the worst possible outcome of Dungeon Die +1/+0 better than Basic Blade would.


Chip Relic Analysis:
--------------------
Written by Critty Katie

I did a bit of programming and math because I was curious as to how good 
the chip relic actually was. For the longest time, I felt like it was a 
negative take but I never had the data to back it up. So here are the results 
from my calculations!

Note: I consider chip ‘failing’ or ‘detrimental’ if it results in a shot 
dealing under half of its regular damage. It’s arguable that a shot doing 1/2 
damage isn’t really that bad against regular enemies, but once you start doing 
less than that, then your fights go on way too long and chip is actively 
ruining a battle.

Chip Values: [2, 2, 1, 0.5, 0.5]
* Multiball 0 Outcomes: 5
* Multiball 0 Expected Value: 1.2
* Multiball 0 Positive (>1): 2
* Multiball 0 Neutral (=1): 1
* Multiball 0 Negative (<1): 2
* Multiball 0 Detrimental (<.5): 0

Chip Fail Rate: 0.0
* Multiball 1 Outcomes: 25
* Multiball 1 Expected Value: 1.44
* Multiball 1 Positive (>1): 8
* Multiball 1 Neutral (=1): 9
* Multiball 1 Negative (<1): 8
* Multiball 1 Detrimental (<.5): 4

Chip Fail Rate: 0.16
* Multiball 2 Outcomes: 625
* Multiball 2 Expected Value: 2.07
* Multiball 2 Positive (>1): 240
* Multiball 2 Neutral (=1): 145
* Multiball 2 Negative (<1): 240
* Multiball 2 Detrimental (<.5): 136

Chip Fail Rate: 0.2176
* Multiball 3 Outcomes: 390625
* Multiball 3 Expected Value: 4.3
* Multiball 3 Positive (>1): 164960
* Multiball 3 Neutral (=1): 60705
* Multiball 3 Negative (<1): 164960
* Multiball 3 Detrimental (<.5): 109840
* Chip Fail Rate: 0.2811904

-=Analysis=_
Chip’s expected value is actually positive in every scenario! So if you just 
go off of that alone, then it seems like a no-brainer to always take chip.

This also scales with Multiball, as more appears to be better!! With Multiball 
3 (or just a Matryorbshka), you’re on average dealing 4.3x damage!!! This makes 
chip insane vs boss fights that have tons of health, such as Demon Wall.

The real weakness is in normal fights: there’s an equal number of positive and 
negative outcomes, but it’s important to understand what this actually means. I 
made sure to track the detrimental outcomes as this is how chip really screws 
you up. While the Matryoshka Shell seems like a no-brainer to pick up with chip, 
it ends up ruining 16% of your shots. Across many fights this really starts to 
add up and you start taking loads of chip damage in fights (the number one killer 
of runs). Simple low health fights end up becoming a problem mostly because you 
took chip.

Assume that you have 1 really good piercing orb along with chip: 40% of the time 
that orb is negatively impacted by chip, which could end up ruining what would’ve 
been a really good aoe turn and potentially the entire fight!! This only gets 
worse with Multiball as you start getting shots that are detrimental to the run 
pretty frequently.

Consider that even if you’re doing positive shots, how often does dealing 4x 
damage matter compared to a standard 1x shot? Most of the time you’re killing 
anyways so the positives end up never actually mattering and the negatives only 
make fights harder.
 

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