Enter the Gungeon's Hidden Loot Mechanics | Gun Classes

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all right i'm back with the milk what'd i miss moreover how much have we all missed because we've missed a lot on a cosmic scale obviously but i'd like to set our sights a bit closer to a video game no prizes for guessing which one releasing in 2016 half a decade ago now for all of those of you with advanced pluck entanglements we've had five years to rip enter the gungeon apart and you'd think with all that time we wouldn't still be discovering hugely important influential mechanics right introducing gun classes the hidden stat that really affects the way loot drops and nobody noticed until recently a little backstory i've been making mods for into the gungeon that's actually where i've been for your entire childhood i got the programming bug the good kind and while i haven't gone so deep as to wear the socks i i have been working myself into a thin gray paste on adding hundreds of new guns and items uh once more into the breech download now link in the description but in my quest to inject my crack-headed ideas into the game's weapon rotation i noticed something peculiar weapons that i had made were not showing up in runs anywhere near the quantity that they should have given the colossal ratio of custom weapons i'd constructed to help me fix this issue i enlisted the help of master gungeon modder and good friend golden revolver and what she found was quite surprising that's where it really gets juicy every single gun in the game is assigned a class these aren't tiers dc bas etc but are instead separate variables that describe the way the gun attacks shotguns are typically placed into the shotgun class guns that fire single powerful high speed and ranged shots are placed into the class of a rifle etc a full list of classes is as follows none pistol shotgun full auto rifle beam poison fire ice charm explosive silly shitty and charge each gun has one class there's no such thing as multi-classing on the surface these simple labels might not seem like much but they play a massive role in the distribution of loot to put it simply having a gun of a certain class in your inventory makes other guns of that class 50 percent less common it's a simple rule with far-reaching implications holding a shotgun makes shotguns rarer holding an explosive weapon makes you less likely to get another etc holding multiple guns of a certain type reduces the chance of obtaining another even further if a shotgun slashes a chance to get another shotgun in half holding another shotgun cuts that half chance in half again and another shotgun cuts it in half again and again repeat indefinitely for the amount of held shotguns the only two exceptions to this rule are the none and shitty classes none does not affect the rarity of other non-class guns which would matter if there were more than three non-class guns in the entire game shitty class guns do still reduce the quality of other shitty guns but instead of a fifty percent decrease it's a ninety percent reduction rendering finding multiple shitty guns an incredibly rare event and on the topic of shitty guns this would explain certain things such as how the flare gun seems more common in detailed chests than the dueling pistol this is because the dueling pistol is in the shitty class whereas the flare gun is in the fire class but you might be wondering why would this matter surely this would only have an effect after you've already picked up a shitty gun and you would be right if this rule didn't also extend to starter guns five out of the seven unique character starter guns are in the shitty class meaning five out of the eight characters are guaranteed to have a shitty gun in their inventory by default making other shiloh shilty shilaty ah yes good old harry mcshel meaning five out of the eight characters have a shitty gun in their inventory by default making other shitty quality weapons 90 rarer off the bat if you're curious about the exceptions blasphemy is a part of the silly class and the slinger is one of the few members of the nun class i'm fairly certain slinger's placement into none is an intentional effort to prevent the gunslinger from having a skewed loop pull in particular to make shitty guns more common for him as shitty guns often have plenty of synergies that make them better that's really what the class system amounts to it's sensible it's fair and it balances runs you don't wind up with guns that my knuckle cracked mid-sentence i don't know if that picked up on the mic uh and it balances runs so you don't wind up with guns that feel too samey it's just crazy to think that this system went undiscovered for years when its influence on the way the game generates loot is so drastic i'm going to explain a few more things which tangentially relate to the class system sort of a trivia round if you will notable guns some guns of note with regard to their class occur particularly in the d-tier most guns that seem to show up more commonly will be those detailed weapons that aren't in shitty class regular shotgun flare gun flash ray casey even the club yes surprisingly the club is not in shitty class it's actually classed as full auto other guns may seem inordinately rare in higher classes come to think of it i feel like i never see the buzz kill or the kiln and it turns out that's for a very good reason since both guns are in the shitty class meaning for most characters they're 90 percent less common from the very beginning other interesting notes are with regards to certain guns that are in classes that don't match how they function the helix is classed as poison despite having no poisoning effect the crescent crossbow is classed as charm despite not charming anything the unfinished gun is classed as fire despite never igniting enemies the betrayer's shield is classed as pistol even though it would surely seem more appropriate in the full auto class and finally the huntsman is classed as full auto despite the fact that it is a noticeably not fully automatic shotgun chest manipulation i've already gone over how the game checks how many guns of a certain class you're holding when it goes to generate loot this effect is reverted when a gun is dropped this means that it's possible to subtly manipulate the drops of a chest since chests determine their content when you open them dropping a gun on the ground in a chest room removes it from the equation but still allows you to pick it back up once you've collected whatever the chest contains for example if you have a lot of shotguns but still want the chance to get more you can drop all of them before opening a chest to improve your chances the sword off somewhat related to the previous point about chest manipulation it's worth pointing out that the sword off is considered shotgun class rather than shitty as one might assume this means that from the very beginning the convict is 50 less likely to get a better shotgun than sword off or in layman's terms any other shotgun this means that it may be a valid meta strategy to drop the sword office convict to improve your shotgun loot chances or at the very least use chest manipulation so it doesn't matter synergy impact the class system also affects synergy likelihoods between two guns of the same class since guns make others of their same class rarer if their synergy partner is also present in the same class that makes the synergy less common by extension this occurs with the trigger twin synergy between smiley's revolver and shades revolver since both are in the pistol class interestingly this does not affect the love hate synergy between the shotguns of love and hate while the shotgun full of hate is in the shotgun class the shotgun full of love is in the charm class and as such they do not impact each other's rarity gun classes also make the shotgun full of hate rarer than the shotgun full of love curiously because charm class guns are rare since there are many shotguns there are many other guns that will lower the shotty of hate's rarity if collected whereas the relative scarcity of charm class means that it has fewer members to make each other rarer paradoxically making each member more common one of the few parts of the game that directly interacts with gun class other than the loot system is the shotgun affinity synergy between choca cola and shotgun coffee shotgun affinity gives all guns in the shotgun class piercing increased knockback and increased shot speed except because it targets the class of the gun it doesn't affect every shotgun in the game simply because not every shotgun is placed into the shotgun class the big iron knights gun big shotgun rattler tangler shotgun full of love shot grub blunderbuss icebreaker huntsman bundle of wands and trick gun are all examples of shotguns not present in the shotgun class and who don't benefit from the synergy just guns only guns have gun classes items don't use this system only guns i've i've seen people get confused on this so i thought i'd clarify guns only farmers only turn absolutely and with that i think i've said all i can say about gun class at least for now i'm hesitant to declare that this is all the gun class system does because while we're fairly certain we've uncovered its secrets to say for certain would be foolish considering how long the entire mechanic was able to remain hidden if you want further reading i've gone through the gungeon wiki over the course of eight painful hours and added what class each gun is to their pages as well as the big table of weapons on the gun page you can use that to check and cross-reference for yourself what guns make other guns less common maybe this will be useful for speedrunners i don't know also like i said i've been working on a mod for the game it's called once more into the breach and adds over 100 new items 100 new guns and even a couple new mechanics i'll leave a link in the description as well as a link to a video tutorial on how to install mods i'd appreciate you checking it out i've put a lot of effort into it and i'd love to hear feedback finally i have a discord server i don't usually verbally shill it but the link's usually in the description figured we could use some uh new blood anyways i've gotta go satisfy my natural hunter's instinct by yelling violently at the postman see ya
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Channel: Nevernamed
Views: 231,797
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Length: 11min 22sec (682 seconds)
Published: Tue Nov 23 2021
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