Noita wand building guide // McQueeb

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Not much of a guide though, it's just him doing the challenges in Spell Lab. You're better off just doing that yourself. He should have maybe done that beforehand, then released a video showcasing what he'd learned.

👍︎︎ 5 👤︎︎ u/Hyugama 📅︎︎ Feb 01 2021 🗫︎ replies

I enjoy watching his Noita videos. His play style is similar to what I am aiming for ie, not to take advantage of certain aspects of the game, but to play more vanilla style and get skilled using basic principles. Always a good watch.

👍︎︎ 4 👤︎︎ u/hohllp 📅︎︎ Jan 31 2021 🗫︎ replies

That YouTube thumbnail is just so good. /u/itsmcqueeb

👍︎︎ 1 👤︎︎ u/Remarkable-Win2859 📅︎︎ Jan 31 2021 🗫︎ replies
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a youtube channel of solely teaching demonstrating one mechanics you probably could pickled yeah you probably could uh we're going to be testing out something a little bit different today this has been suggested to me a couple of times actually we're going to be checking out the neuter spell lab so it gives you a bunch of challenges there's tons and tons here it's all built into the the training aspect of this so it's going to teach us maybe some of the basics um we'll practice i guess we'll see what we can come up with um so i've already done the first one just as a test we'll do it again uh deal 50 or more damage uh total damage to a target dummy so it's it's saying you know apply this much damage i don't think the time really matters down the bottom here you'll see um the uh the the goal which is 50 dps or sorry 50 damage and then it gives you the type of wand that you're using put a projectile spell on your wand and shoot the target that's kind of the instructions as we go so i mean this could be good for all of us right i'm sure i will learn something because i take this stuff for granted i only build basic ones this should be good i think it's gonna be uh it's gonna be entertaining one way one way or another uh select that one it puts us back here what i did before all i did was i chose um the most damaging spell here and then i just hovered a little bit over and i did the damage so we'll add a couple of these and just see what we can come up with this is what i did before i just put one in here flew over you see the damage adding up challenge complete done uh deal 75 or more damage per second to the target dummy we have one second to do 75 damage uh let's have a look now so challenge wand looks like it's the same cast delays the time between individual spell casts ones have a natural cast delay which is applied to every cast projectiles have their own caster lame modifier which may be positive slower or negative faster so it's teaching you some of the basics here casting a spark bolt plus 0.05 seconds on a wand with 0.15 second cast delay results in about 5 shots every second or 0.2 second cast delay um yes this is a hint it's telling us to use this for some reason because of the cast delay difference is that cast delay known does it tell you that on the normal shot i don't know it does well let's test it okay challenge complete that's exactly what it does it told us how to complete that one just for argument's sake let's mix it up let's put the bouncing burst because we know that that has a negative cast delay it's the same wand it is so hmm it's telling us the highest dps from this particular wand is 26.69 fascinating let's try them all i had no idea that this had a reduced casterly on it i think that's new information to me uh let's try this one this one's not gonna work obviously close though it's a lot more damage oh bubble spark just went up a level and i already considered it a very good spell and let's try the arrow just for argument's sake as well nah no chance well there it is folks bubble spark is the best spell in the game it's confirmed cool i like it good question haskrooth how does the dps do with multiple bubble sparks see if it lets me have more than one no sh i'm guessing it's going to be exactly the same casterly minus 0.08 has that always been there or is this just because we're running this mod i know let's see it does seem to be more projectiles huh that's the number three um slightly different one we've got a one second recharge here now unlike casterly recharge time is applied when your wand has no spells left to cast ones with high recharge time are generally not very useful though there are ways to mitigate it i would disagree with that end game but um mid mid to early game definitely uh putting a lot of separate casts on a wand with high recharge time can mitigate the effect so it's telling us to do exactly that all right i'm gonna stop and stop looking at the eyeball next time okay so we just need a ton of these so it definitely stacks then right if this is one second and this is minus 0.08 we're gonna need eight let me test that theory should be no did i get that wrong oh they're just telling us to to load up on the same sorts of projectiles to get the most out of it i think for this one more casterly okay yeah that made sense that makes sense so sorry i'm getting castle and recharge time confused this you know the green one you find on the first floor with uh i think it's a 0.05 if you load up a lot of the same spells where it doesn't matter what it is whatever you find on the first floor if you find many of them even if it's like spark bolts it's it's it's a barrage followed by a short cooldown but it's still you know dramatically more than the starting wand even deal 150 or more damage to the target dummy in 10 seconds or less okay switching ones or opening your inventory will reset the casts on your wand opening your inventory does that oh shoot this trick can be used to completely negate a high recharge time as long as you have more than one cast on your wand set up two ones and switch between the ones before casting all of the spells it gets quite this is quite an advanced meta already i think um but we'll definitely give it a shot all right so it's a four second cooldown obviously we don't have enough we can't do enough damage within a small period of time but if we switch during the cooldown we'll be able to do it i guess okay you need a little bit of muscle memory for that one um that's interesting i like it all right deal 60 or more damage per second to the target dummy um okay let's check out the wand three spells per cast we only have the one wand recharge time of 0.33 interesting all right three spells per cast let's see what we can do here 60 damage per second and this has an additional cast delay 60 all right let's grab a few of those give it a shot here we can't we're not switching this one out which is interesting 60 dps okay challenge complete let's go back into that one real quick i want to see what the okay so it's just telling us to do similar that would have cast the final two faster deal 30 or more damage to the target dummy in a single hit in a single hit interesting uh modifier spells cast the next spell in the wand automatically modify spells are applied to the projectile spells in the same cast oh i know what to do okay yep there you go that's an easy one all right next one so i should be able to get through a lot of this because this is this is kind of the this is the noita i grew up with right um deal 70 or more damage per second to the target dummy and we have multicasts 70 per second you can use multicast spells to cast more than one projectile spell at a time yes we know that this can be paired with spells that have a negative cast delay to increase damage per second ah okay i think i understand place one or more multicast spells before two or more projectile spells right yes so we think we want well let's check out the wand we have here 0.17.3 250 5 capacity and we have to do how much 70 what's the speed again all right let's try grab a double let's grab a triple and let's grab a few of those as well see what's up so we know this has a cast delay of minus 0.08 i'm just going to do a bit of quick math in my head here we have a charge speed of 50 i think the triple might be okay what's our goal 70 maybe i do need the quad then yeah in fact i might i might have missed a shot or so there but that that's pretty basic right so what they're what they're getting at here is that the faster you shoot the more damage overall you do uh providing that can be sustained obviously okay so we need to do 70 damage per second to the target dummy this time all right let's read the hints multicast spells use one of their casts casting the next multicast spell we know this this is something i go into quite often um so this here for example uh is a free cast it doesn't cost anything so if you have two of them together you can cast three spells simultaneously instead of the one or two mana that a triple would cost um it's a really good workaround so same deal isn't it pretty much this one might be a little bit uh different but i think we're just going to stick with these me one two three and that gives us uh two that's good four could be the same cool b thank you very much for the subscription i need more yeah so that one's teaching us about how these stack and how they work together so we've got a double spell right a double cast here um which would shoot two and to add stuff to that it it actually uses one of those to cast the next one which i think makes sense somebody asked me about that on a youtube comment today as well next one deal 550 or more damage per second to the target dummy all the hints have gone away see multicasting a single modifier with many projectiles can cost much less than using multiple modifiers yep that makes sense as well this is particularly effective for expensive modifiers with unique effects okay cool let's add um i don't i don't even know how many i need it's weird it gives you kind of the the tools it doesn't tell you what you need to accomplish let's let's assume we need a quad and we're going to add one of these so this is damage field if you were to cast it many many times it would be very very expensive but as is often the case you use a multi and then this effect gets applied to everything after it we should do massive damage here no not enough not even close that's about halfway there does this stack let's find out i was not always under the impression that this didn't stack but yeah it does okay what's that now was that was i correct in that assumption originally did it used to not work i know that previously it had to be um it had to be the very last effect before a multicast in order for it to even appear we're talking ancient history now though that's just probably been resolved a long time ago it's i think yeah andy's hello welcome how you doing this evening they probably want to stack multicast for that a single and then add well let's test that theory so multicasts let's just assume one of those this might be i don't think this will be as effective we were about half damaged so this won't even come close i don't think a hell of a cool down 382 not even close 382 again let's try again no it's it's literally designed to to be stackable now i could have sworn that that was never the case when that spell modifier came out and it was a lot more powerful now it's been no it's much more uh it's nerfed now um i can't remember the exact damage it used to add but it was significantly more than 3.5 oh well next this is fun i like this deal 500 or more damage per second to the target dummy all right what one do we have it's a great wand 300 maximum so we need to kind of find the right balance between damage ups and multis here this will be this would be a bit of a challenge let's take a few of those do those and a ton of those it's dps damage per second most modifier spells uh the cast state is a list of the modifications your spell your spells have made to the cast the cast state most modifier spells also affect the cast state the modifications in the cast state are applied to all of the spells in the cast at the end because modifications are applied last the order of modifiers generally doesn't matter i don't understand the relevance here i'm not going to look at the hints yet but we might go back um let's start with four we got 300 right oops i'm gonna add this will be 50 damage for each one of these firing hopefully very quickly 50 additional damage i mean that's yeah okay let's go back and look at the the hints on that one i want to see a bit more info here okay oh but this is giving us the examples they're saying all of this will work no i this is this is kind of my standard ammo here right like modifiers multipliers projectiles that's kind of the way my brain works this is saying we could straight up who gives a do anything we want and still be just as effective this i find highly unusual my brain's having a hard time computing this but i like it i like the fact that that's even a thing um it means that your ones don't have to be as neat it's a single spell block so it applies to all that's what they meant with the cast state right they were just talking about one that that block that you're talking about i get it do do all the damage ups apply to all the spark bolts in the last one yeah gecko that's exactly what they're saying yep this is the same the end result rather is the same as that no not to the wand to the to the to the unit or whatever they what what was the term cast state right so this is where i guess the logic behind how the spells are being cast from a wand comes into play um but essentially they're going right so the the order of operations is that it looks at multipliers and then it looks at everything before that and after that up until the point where it's reached the number of projectiles that it requires to you know fulfill its destiny and they're saying anything within that range works so unlike school uh brackets multiplication division it ordered does not matter so much with this i was under the impression that wasn't the case but uh clearly that's not true per click because they're always being cast they apply correct in this particular case with that set wand yes if we had additional spells or spell blocks right units of of stuff being cast each click would be something different unless we went back a few lessons and we switched ones in between then you could do it that way so does that mean you couldn't multicast a damage up spark bolt and homing spark bolt only two homing damage of stroke bolts correct yeah yeah that's exactly right so i thought that in that final set right you had the chance to potentially change what you were doing with individual spells within a block but that's no that's false i've been i've been living a lie this whole time all right deal 200 or more total damage to the target dummy this one looks like it's got an always cast wand let's have a look at that the always cast is spark bolt so it needs to do 200 damage so all we want to do is get fast spells on here right applying everything we've learned that would be four of these for now that's my that's my first guess at least took a while to get there but we did and i think i crit to get there let's get back to that one it's not giving us any hints i wonder if we could do it with fitterbolt because this does more damage but it would shoot slower is it total damage or damage per second here total damage all right that's okay it doesn't matter we could leave nothing on the wand and still get there eventually it'll take a little while to get there but that would work you got your first win yesterday with an always cast circle of vigor wand no way that's rare as hell and another win today with some weird machine gun super damage energy all built right on you could kick it to victory actually yep you could all right deal 500 or more total damage to the target dummy uh okay so this is teaching us about always cast ones which is nice right the previous one had a projectile on it one of my favorite things to do is is getting the always cast perk in a holy mountain on a really fast wand and here's the kicker being lucky enough to get something that actually um you know does a lot of damage or whatever um that won't kill you in the process this is an always cast damage modifier so again it doesn't matter we just need our projectile so let's uh put that on there 500 huh i think you guys understand how that works right in order to get this one to be active you need a projectile on the wand on the previous lesson we learned that an always cast projectile you don't need anything else on the wand if you have stuff that speeds up that it becomes uh kind of an incredible way to go all right next one deal 400 or more damage per second to the target dummy all right what's our hint here uh always cast spells do not consume mana but do apply their cast delay give me more of these too many there you go okay so as i was talking about before finding a spell like finding an always cast that costs mana doesn't matter what type of wand it is on cool moving on deal 230 or more damage per second to the target dummy using only one always cast spell because always casts are extra costs on your wand normal casts still occur this results in a multicast always cast allowing you to cast an additional spell okay all right so you said always cast multi in two fire bombs fly towards the dummy when shooting it doesn't i mean it didn't train us to do that but we'll try what do we get 200. oh man i don't know hey i am in the beta branch so that might have broken there's been a few updates over the last couple of days like we're not even we're not even close put the third one on you think but that shouldn't work either but try it oop we did it and we're about to die that's cool all right deal 100 damage or more per second to the target dummy uh okay this one should be easy uh inert static projectiles can be given the ability to deal damage aka mists the center point of a static projectile must collide with a target to deal damage right homing and damage can be paired with static projectiles to make a homing familiar um this one i shouldn't have too much trouble with uh how much damage 100 per second on this wand huh hey i will take that's my math right now oh we have no multis interesting all right well we need one of those i think we need let's try three of those and then one of those see how that goes one two three four flat does that get there i've have to shoot a couple yeah easy one damage every frames drilling shot oh okay this is cool so drilling shot allows projectiles to travel through walls oh we know we know this one as well this is this is old-school neutral right here why is chainsaw good we'll get i'm sure we'll get on to that why not use long distance cars because we don't have it it's teaching us about drilling shirt right now drilling shot activates on the second frame of a projectile's life projectiles with higher lifetimes are generally more useful as homing familiars okay so they're probably teaching us the difference between mist of spirits and mists of slime slime lasts a lot longer um this evaporates now that's one of the changes that happened i think 1.0 brought that uh we have no multiplier so we have to assume we have one projectile our wand is baby wand again five slots drilling shot we need because we have to get through the wall i think we want accelerated shot as well and homing and damage up it does add casterly but we'll see about that ah only one all right let's see not even closer oh yeah 90 out of 100 uh deal 1 000 or more damage per second to the target dummy okay so we've got extended lifetime now we got a pretty considerable wand here different projectiles have different tick damage rates ocarina and can tell notes deal their damage every frame but have low lifetime okay well let's give that a shot uh so we'll take one of those we need homing uh we need damage up we need increased lifetime what's the mana on this one 500. we're super build whatever we want here pretty much but we only get one single um projectile again because there's no multipliers here we just add a bunch of those and these again projectile homing damage damage it's got to be a sweet spot here for this i would imagine 1000 per second huh yeah okay done next 1500 damage per second to the target dummy most non-static projectiles deal their damage every frame non-static projectiles but die upon collision right we know that piercing shot allows projectiles to project us to keep living even if they collide with something okay piercing shot activates on the second frame of the projected projectile's lifetime so what projectile would be suitable if damage is applied every single frame we've got extended lifetime accelerating shot rotate towards and homing i don't know why we need both of those but we do have multis this time as well this one should be pretty straightforward i'm going to build something real quick and we'll see what's up try that that's not hitting at all what i'd rather it's something to do with piercing shot damage -16 is that new so there's literally no damage applied do we have damage ups no so we need something that hits hard which would be lance what mana this is 800 again okay we're fine cast delay's a little bit low we're getting there we're over a thousand um take that off and take that uh well no we might actually need that the rotate towards is probably gonna be more helpful here i think i still don't know how this quite works oh god yeah okay that's weird isn't that pretty though look at him sneaking along there what the hell i think that was unintended um there was no there was no hint here so we don't know what their intention was there they're like little snake boys yeah you can make some like i'm not really great with it nymphs pyre on uh on twitch uh does this sort of sort of thing all the time posts on reddit um like really cool pictures of like fireworks and and really cool looking things i had no idea piercing shot lower damage that that might be a new thing as well the nerf is new yeah that's that's what i'm thinking i don't remember that at all okay next one hey my favorite deal 60 or more damage to the target dummy in a single hit highest damage dealt 60. let's see what it has to say here trigger spells cast another spell when a certain condition is met trigger hit spells cast another spell when they hit the world or an object accurate easy to control trigger spells can be used as delivery mechanisms for slow awkward or static projectiles yes so they're probably going to want to show us something like well look let's get a double and how much damage we need to do oh yeah we're good so this guy and this guy and this guy i guess they want us to stand right here there you go okay um ps the uh spark bolt with trigger is my personal favorite spell in the entire game always has been have i tried healing bolt with piercing yes i have that's sort of a little special thing um yeah there's there's tons of stuff you can do i think aliaspot showed me one where the the healing thing stays alive forever and it follows you around and ah god the number of things you can do is kind of amazing 300 or more damage per second to the target dummy trigger spells have their own cast state which can be discarded after the cast trying to get this verbage locked into my brain because of this modifier spells applied inside a trigger generally don't persist outside of the trigger okay unlike recharge time cast delay is applied per cast state so changes to it can be discarded you can negate a spell's cast delay changes by casting it inside of a trigger okay all right we've got five slots here one of those and these all have pretty hefty cast delays on them what does the most damage dropper bolt yeah is that my wand really yep it's always the falling that i've never liked with this one 500 damage per second with that it hasn't shown us yet and i'm sure it'll get into this in a second but trigger spell you know the um heavy spread the one that's like adds 720 degrees of spread but it lowers cast delay by quite a lot um you put them after a spark bolt with trigger or any other trigger effect and whatever comes after it well the entire spell is is you get all the benefits but none of the under the side effects essentially it's really cool all right moving on 750 or more damage per second to the target dummy we've got multicasts okay 700 damage per second trigger spells can cast multiple spells directly inside the enemy powerful spells tend to have high cast delay which can be negated using triggers so it's given us a bunch of kind of dangerous stuff this can all damage us massive cast delay small cast delay massive casterly all right well i i get the picture so what if we did uh this let's make sure death is turned off because i don't want to have to restart where's the options here yes no death enabled all right see how we go might come back to haunt us but we'll see well we won that one next 750 or more damage per second to the target dummy modifiers can be applied to triggered multicast yes one of my one of my favorite things in the world to do um go with that couple of those a couple of those and couple of those all right single uh multi or possibly get more but this should be fine i think what is it 750 they wanted we'll see yeah okay easy one trigger spells negating modifier effects okay ah here we go this is exactly what i was just talking about before deal 4 000 or more damage per second to the target dummy we have a very nice wand oh my god all right want one of those i think i want that i want what's the speed on this 2517 okay i don't think we need all six here oh maybe try that first oh these already have a cool down on them right let's try that okay some actions required for this challenge are locked or disabled okay get back to that one 800 dps or more uh what's this teaching us reduce lifetime sorry decelerating shot hit type triggers can be retriggered if the projectile is one that does not die on collision hit type triggers can be retriggered oh okay so for example a spark bolt would trigger with piercing shot would be continuously alive and continuously firing right that's what i that's what i get by that piercing shot keeps the projectile alive even after it collides with something a projectile can't re-trigger if it has collided with the world piercing shot enables you to re-trigger trigger type hit spells multiple times right a slow homing high lifetime trigger will allow you to re-trigger effectively a slow homing high lifetime got it so we do want decelerating shot rotate towards piercing shot and then i guess it does not matter which one we choose here well we take that that and this is shot here i'm gonna get five and i need three for the modifiers right i want to put this here got it and then i want to put try that try that holy i have never in any of the runs that i've done other than the ones that i've been told how to build stuff seen how that actually works that is seriously awesome so what you could do is essentially take what we've created right there right which is thousands of damage per second and put it inside another trigger shot if we had another um uh what do you call it like a like a larger wand and i'm sure we'll get onto this actually but i think that that is probably some of the most damage i've ever seen on just on on a normal run other than you know other than crazy crazy ones that i've built before these are very special modifiers at the end okay so a piercing shot enables trigger shots to hit multiple times uh in succession right because essentially it doesn't lose its its trigger effect because of the fact that it's passing through an enemy if it hits the ground it does it ends right um so rotate towards as well as decelerating shot specifically decelerating shot in this case it's slowing it down to the point where it's stuck on the enemy because it's constantly turning towards the enemy and it's passing through the enemy multiple times it's it's firing many many times in a row see if it works without decelerating what do we have we had uh this then this and that and turn towards so we might get lucky here but we have to do 800 damage i could fire another one yeah with decelerating shot in the mix um oops it just sits there and just constantly does damage i would like to actually see if instead of this the spark bolt trigger works the spark bolt flies a lot faster and further than the previous projectile um i mean there's no reason why it shouldn't in this case i don't know uh what maybe i take that back okay it's too wild yeah i'm gonna keep my eye out for that spell more often it doesn't live long enough yeah exactly it's either it's either going too fast or it's not um there might be a sweet spot where we could probably do it but yeah it's it's speed is way too high so if you look at this right it's traveling at 800 speed whatever that means versus this guy which is traveling at 250. so when it slows down it's it's already at a crawl right it's dope i like it i like it a lot i think that's excellent some actions required are locked or disabled same with this one okay so i guess we come back to those then huh casting speed review fire six projectiles a second the caster layer of the wand is also applied to every cast castell is applied between every cast including the last cast after which the wand needs to be reloaded recharge time is applied when your wand is out of casts ones with high recharge time and low cast delay can fire rapidly with enough separate projectiles alright so we've got a recharge time of one second costly at 0.08 uh what's it want me to do six projectiles a second last delay that's delay all right we'll fire two barrages here or at least meet their minimum requirements should be fine i think all right casting speed special projectiles fire 20 projectiles a second oh this should be a fun one all right we've got six plenty of mana recharge time of 0.5 seconds and 0.25 cast delay so all we need here me that guy maybe a few of these i haven't figured this out yet certain projectiles uh spell projectile spells have cast delay and recharge time reductions casting spells that reduce recharge time affect the final reload time of the wand okay casting spells that reduce cast delay can decrease the time it takes to cast the next spell let's see how that goes what the hell oh i accident okay i got it i clicked on now i get yeah it is clearly not working okay i just added a bunch of luminous drills and that's got heavy uh reductions there as well so i think that's just that's pretty standard right that could that have been done better you think it was counting the drills as projectiles oh sick in that case just take that off the mana eater for sure all right next one chainsaws here we go the one everyone's been waiting for 50 projectiles a second chainsaws reduce cast delay to zero when it is cast chainsaws also reduce recharge time the placement of the chainsaw spell is important for negating casterly since chainsaw sets castellato zero instead of reducing it putting chainsaw at the end will negate casterly this is something that i was never fully aware of myself um i always thought that the chainsaw had to be at the start in order for it to take place and i only learned this one fairly recently so we still do have these are they stuck on there right we can't modify that oh is this the lesson then no clearly not okay are you chainsaw is a big spoiler spell the best benefit is not obvious well they don't list it anywhere right like it's never it's never explicitly told to the player that that's what chainsaw does even if we look at it now a good tool for cutting meat also has some magical properties right it says that it does have uh a recharge time de uh reduction in it but that's all it says about it it doesn't really give us any more information other than that so it's very vague and it i don't think that information is found anywhere except in the game's code so i don't know whoever found this originally but i know it was a a big secret for a long time there was a gdc talk that um or some university talk that nola games gave and they hinted at chainsaws being like extra special way way back we're talking like 2018 i think um 2018 2019 and yeah it's like it's so nebulous so i don't know whoever found that first but my hat is off to them and i never take my hat off for anybody all right next one critical chance introduction hit the dummy with a 15 critical chance projectiles uh there is there are no individual projectiles with a 15 critical chance yes projectile spells add their crit chance to the cast state the critical chance of that power state is applied to each projectile so what they want us to do is multicasting two spark bolts right so they want a triple and three of these that is it because these have a five percent each and it stacks so each projectile now is 15 chance to crit so you can in theory if you had uh 20 of them on on a multicast or a multicast wand you get 100 crit um it wouldn't be a very good one though there you go they give you the blood flask was that in the previous one i missed that all together hit the target dummy with a 50 or higher critical chance ah there we go this is what this one's for but interestingly they don't give us the they're just teaching us about blood here maybe let's let's find out being bloody increases your chance of a critical strike by 5 or more the 5 critical hit chance bonus from being bloody is applied for each projectile spell in the cast okay multicasting three spark bolts while bloody results in three spark bolts each with a 30 chance of a critical hit so we need oh oh okay so if if you have blood on you i get it now okay um so we need to be casting five projectiles got it they give us a lot of extra stuff we don't really need but i think that's half the fun is learning how that works um i'll take one of those one of those and then five of these i didn't know that either i thought yeah i thought it was just a flat bonus applied but clearly not okay cool it hit the wrong target dummy but whatever deal 150 or more damage to the target dummy in a single hit casting a projectile that adds critical chance applies that chance to the cast state okay multicasting any spell with a chance to critically hit allows all spells in the cast to critically hit i wonder if the if it's the cast state in this case the the combined multicast whatever that crits like if every spell in there crits simultaneously or if it's just if it's individual it's probably simultaneous just to keep things simple applies that chance to the cast state yeah it is it is everything okay let's check this one out there must be there's nothing on it 150 more damage in a single hit the hex formation what are they what are they on here it's a weird one do i have to be like literally on the target dummy oh i'm kind of scared with this one actually 300 [Music] okay that's one and position the lens properly oh it's teaching about multicast position as well okay makes a little bit of sense as well i suppose uh where's it coming from again is it forward first and let's find out no that's shooting straight down or down and left one two three four three okay i was gonna say that that seems a little bit safer next one deal 400 or more damage per second to the target dummy damage per second this time we've got fire crit on fire okay and blood with a three cap wand fast one there i need that we need that and i guess that this is a weird one i'm not sure what's going on here okay so this particular type of crit always it's 100 because it's a specific elemental crit it does it all the time that will come in handy later wasn't it alias that discovered stacking this type or an elemental type of crit many many times over increases the damage as well where am i making that up i'm sure he did because you'd only need one to essentially activate a critical and there's no reason to get more anyway move on 500 or more damage to the target dummy in a single hit if a projectile has over 100 chance to be critically hit the extroversion here we go the extra percent is applied as extra critical damage critical on x modifier spells add 100 critical hit chance when they activate critical on x modifier spells stack with all other forms of critical hit chance even themselves so we'll get one of those one of these and one of those wow i appreciate it now so there's your answer it just it it just reapplies the same amount of damage as extra that's dope man like i i see and again this is going back to watching other streamers especially people much smarter than me i'm watching alias and he's like building these immensely damaging ones and i'm like i'm watching him and it's just it's fun watching him play anyway but it doesn't register in my brain what he's doing seeing it like this literally spelled out for us is super helpful so i'm really glad people made me do this um spell rap introduction here we go this is another really important lesson perform a spell rap five times a spell wrap occurs when a spell attempts to cast another spell but there is no other spell left to cast spell wrapping allows you to cast spells that already have been cast before a reload makes them available again okay the wand will always properly reload immediately after a spell wrap also it only happens once okay a proper spell wrap requires a spell to have a have previously been cast okay so it's going to go going down the order right left to right it's going to fire a spark bolt then it's going to look for another two spells it's gonna wrap around it's gonna fire spark ball to be again and then end and then immediately go back and start over get another one so it only happens once that's that's the thing that was never locked into my brain i think was the fact that spell wrapping only ever occurred once because you think rapping you're like oh it just does it forever no not the case all right um same wand nope we got four this time modifiers generally attempt to cast the spell after them since modifiers attempt to cast the next spell they can be used to spell wrap again mine completely blown any modifier you just put any modifier at the end of a wand which is why light is so useful i've i've never been too proud to admit that i'm i'm not great at one building i never have been i never fully understood it that's why all of my runs are essentially i'm looking for the same stuff over and over again but now i've already my mind has been cracked open so even a critical you put a critical at the end and it can well depending on what you're after i guess all right um so we have to okay we just have to do a spell wrap five times yeah that is that is dope as heck that's amazing all right perform a spell wrap five times this time we have a trigger spell okay so a trigger spell is also looking for another spell after it so this should work just like this right yeah a form of spell rap that casts three spells at once five times all right of course that'll do it so it's still it's not it's right because it's pulling the multiplier or modifier from the end of the wand so this is still going to be active i wonder what else you could make with that now so freaking dope man deal 35 or more damage per second to the target dummy quad bubbles double as an extra one so there's no recharge time and it immediately shoots again all four so you get eight in one go essentially eight in one go yeah so freaking dope man deal 45 or more damage per second to the target dummy all right we have a we have a multicast wand here with a pretty significant recharge time on it i want one two three four try we'll try it with both here but i think it's going to be the opposite this time that's ten oh man this is so dope cast a spell with a final recharge time of zero seconds using only one chainsaw okay deal 90 or more damage per second to the target dummy so here's one of the things that i did learn early on and this is um i i just lucked into this i guess one day so and and there might even be a couple of ways of doing this but i'm pretty sure this is what they're looking for [Applause] so chainsaw reduces cast delay that's its first choice right then it's looking for a double cast so you get the effect of this twice reducing the speed down increasing the rate of fire it's freaking amazing dude like oh my god my mind is literally blown right now 75 or more damage per second to the target dummy multi-casting spell wrapped chainsaws can result in major reductions to recharge time you can only spell rap to spells you've already cast so we've got a 1.5 second recharge time or cast four chains recast spark chain that's the desired effect 75 damage we're going to miss a lot of shots but i don't think that's something we can avoid yeah there you go so let's have a look here so quad chainsaw obvious effect of lowering house delay the triple is taking one shot and then the chainsaw at the end is the wrapping because don't forget it's it's 1.5 seconds it's it's specifically that amount of time that has to be reduced to get such a fast fire rate um we're close with this but it's just not picking up on an extra one but this is this is i think the correct formula here try a chainsaw before the quad seems to the same effect the effect of the chainsaws is is twofold here it's it's cast delay but we want it we want to spell wrap with them so actually we're only spell wrapping with with this right would that work then no because it needs to pick up the quad again that's a that's a tough one i probably wouldn't even think of building that in a regular run probably because i wouldn't pick up a wand with that low of a caster light to begin with all right let's move on explosion damage deal almost exactly 105 explosion damage in one hit to the target dummy explosion damage is inaccurate and misleading explosion damage is roughly four times exaggerated on spell cards explosions deal 25 percent of what is stated what why why is that a thing who at nola decided you know what everything else in the game is very precise we've got magical chainsaws that reduce things to zero we've got um you know uh reductions in cast delay that are precise to the millisecond oh no explosions what do you think i don't know make him do like a quarter what it says on the thing that sounds like fun this is this is wild to me i always looked at numbers and i went oh cool i'm being told exactly what the spell does static projector we can't use that at all we can't really use dropper bolt either it's going to be one of these these couple here um so light oh okay with light shot we definitely probably well maybe not with dropper ball i don't know we'll see let's see what this looks like that's what i thought okay 130 what do we need to do 117 105 105. still wild to me i don't don't know why that is there well they did they must have just thought that sounds like a fun idea let's let's mess with them next deal 300 and or more damage to the target dummy in a single hit modifiers that increase explosion radius can drastically increase in projectiles explosion damage two or more explosive projectile modifiers apply to almost any spell activates this buggy behavior so they're saying that it's not the damage itself it's the explosion size that's doing it 300 damage i mean we don't have a lot of options here too we've got one modifier and then one projector that's all we get it ain't that oh but we can have plenty of these though wow i do know that they did remove uh a pretty abusable bug specifically to do with explosive projectile if combined with the bouncing spell the green bouncy ball that was removed recently deal 300 or more damage to the target dummy in a single hit we have only a baby wand this time so this is this might be trying to demonstrate what i was just talking about but i think they've fixed that and ain't that anymore that works though you know what's really cool if you hit something it seems to fall directly to the ground spark bolt is best here hmm we do know hayes you ain't that so that's amazing it always does it with saw projectiles so anything slice damage based but that would take the arrow then into consideration for some reason saw blades are different that's safe ish i mean obviously don't go down a narrow corridor but like 300 damage that that'll one shot everything up until jungle certain projectiles are lacking explosion definitions and instead default to unstable parameters these particular projectiles only need a single explosive projectile to activate the buggy behavior um right but they've obviously fixed these two in one of the very recent patches maybe the saw hits multiple times maybe they just haven't fixed it yet maybe it's not intended this is so cool man so many ideas for new runs slicing damage no we the arrow that was here we have that did slice damage as well and it's not counted so some spells do more damage based on how fast they're moving velocity damage is based on the discrepancy between their starting velocity and their impact velocity only projectile type damage is scaled slice for example is not okay so got it that makes sense um they've got accelerating shot bouncing shot chaotic path which is a speed up and then a bunch of stuff to try out how big is our wand five all right let's see what we can get here my this is my obvious choice but it might not be so obvious you do 100 damage huh not even close let's take this off and add another one of these maybe maybe just that oops ah it's going so slow it's not going anywhere right that's too many there you go let's switch that up so even though this is five slice five regular damage seems to be going it's already slow 67 damage very weird infestation a bunch of magical sparks that fly in every direction okay let's do that again that was fun that's right i forgot um infestation can can hurt the player all right velocity damage balance deal 10 000 or more damage to the target dummy in a single hit maximum velocity damage requires maintaining a balance of speed downs and acceleration ups okay slow the projectile using heavy shot and accelerating shot until it no longer fires then add speed ups and light shots or remove heavy shots and accelerating shots until it fires again right obviously accelerating shot is required oh wow yeah big difference now god that's scary as hell okay so we're gonna add another one of these and maybe another one of these maybe another one of these no we need to speed up now god you have to do the math huh shoot it down no if i take this off oh it still does shoot down i love the noise it makes it's amazing but we need accelerating shot yeah it doesn't fire at all like it it just completely negates the this is another thing alias taught me a while back jesus 15k just that wild man wild 22k 22 4. shooter forward nothing happens it's wild i love it this is so cool now how to speed up 23. that's that's gonna one-shot a multi-or boss just that one little bouncy burst 16. oh that's sad it's wild man this is great [Laughter] alias has been loving the bounty projectors actually the 33 or boss run i don't know if you ever caught that i put it up on youtube like an 18 hour long video series um the ending want that i i didn't actually come up with it myself somebody else gave me the recipe for it but it was something like this it had a bunch of weird you know greek letter stuff in there as well and it almost killed me right several times yep yeah we come we come close there it was good all right ten thousand or more damage again gravity and anti-gravity affect initial speed enough to keep velocity damage projectiles alive oh this is gonna be ugly some projectiles only require one of these modifiers and others require two the more of these modifiers you stack the less damage the projectile will deal what did we have we had two of these one of these one of these one of these and i guess they want me to use these um this is heavy shot heavy shot's been a personal favorite as well going back to early days come on do the math thing do it 32 44504 anti-gravity makes it so you don't have to shoot it downwards ah that would be nice but this is a smaller wand you have to kind of get lucky huh 17 315.16 you didn't use the anti well it didn't specifically say to in the uh in the instructions goodness me that's i mean the chances of you finding three heavy shots in a run good luck accelerating shot pretty rare in its in its own right um not impossible but it would have to be a pretty lucky run to do it use gravity as well the sound it makes is so twisted i love it twelve thousand two hundred these numbers are like i don't i'd like again talking back to classic builds talking about homing missed ones which was kind of the end game meta back in the day before we knew about all of this stuff um i don't ever think i i cracked three four thousand right like never never tens of thousands or trillions now that they're talking about seven and a half thousand or more damage to the target dummy in a single hit the homing modifier drastically affects projectile acceleration and thus can lead to unintuitive and low velocity based damage kind of makes sense rotate towards enemy maintains speed and only changes direction so it's predictable and consistent which is ideal okay so we want accelerating shot me two of those give me one of these give me a couple of these one of these one of these and one of these all right have a look so we'll do the same thing that we were doing before let's see if we can get it actually firing right it's good enough for me what if we put homing and this on it that'll be great wouldn't it that was easy ah so we needed homing in that case makes a projector accelerate towards your foes so at the moment this is literally too slow it's probably still gonna fire down yeah okay so the combination all right makes sense deal 20 000 or more damage to the target dummy in a single hit accelerative homing modifier keeps slow projectiles alive and can replace the need for accelerating shot accelerative homing okay however it has a few limitations it cannot be stacked and it must come before other forms of homing that's weird all right we'll do the same thing again i guess do we want that that three of those two of those one of them i think that's enough four other forms of homing that's weird okay so it doesn't register until it's just at the right frame because it it's kind of like two in one it's homing and accelerating if you remove rotate towards probably don't even need that actually do it again i should actually do it huh yeah yeah there's probably there's probably that's that's another great thing right they've given us the tools to make pretty much anything we want and and sky is the limit on how you reach that end goal i think i think we're about to get pretty wild here honestly 100 000 damage piercing shot allows projectiles to hit multiple times instead of once if the projectile consistently immediately dies then it may be too slowed down okay boom piercing this bad boy oh we got extra we got extra slots this [Music] time see if we can build it with justice 234 000 that's crazy you notice sometimes it's not firing this is if you stack too many of uh these it it doesn't exist right and this is how elise was showing me how to create the the permanent homing or or returning to your boomerang essentially healing sphere that just follows you around everywhere in fact weren't we using that on the 33 orb run as well i can't even remove turn towards it's still high right but what's happening see how it's sort of going through and doing a u-turn and then coming back that's homing working by itself but turn towards just flicks that switch almost immediately so it's coming back in the correct direction before it even leaves the target it still needs to be within range though i think that's what the issue is here so we're getting 67k on that but if we add this back in 120 000 turn towards instead of homing i wonder if this is where alias got his ideas from like he knew about that previously i think i think he did the research himself like that so it almost needs homing as well huh it gives it that enough power or enough enough uh slow down potential once it's passed through its target it's wild i love it do they stack that would be interesting let's let's try that um i did it again no no we're moving on all right we're going to deal 15 million damage here the projectile on top of the enemy is extremely important for maximizing damage roger we understand that at least one accelerating shot is required and multiple accelerating shots will reach terminal velocity more quickly got it heavy shot slows the projectile while also adding damage making it particularly useful for dealing velocity damage got it homing type modifiers can be stacked to increase their efficacy i love that word which can help the projectile stay on the target coming type modifiers can be stacked to increase their efficacy which can help projectile stay on target right that's what we just witnessed before additional projectiles is a cheap and effective way to increase damage output so multicasts okay there is an ideal balance of speed multiplier modifiers if not using gravity modifiers okay shooting directly downward or using gravity motor files modifiers will help keep slow projectiles alive and we've experienced that as well um we've got a we've got a jumbo wand here what does it say 15 million points of damage it's gonna be a fun one um all right let's start heavy shot accelerating shot piercing shot rotate towards accelerative homing pick up one of them as well give me slithering path four of those and one of those and one each of these a couple of them bit of everything all right go with four to begin i'm with four of these bad boys as well this is going to be pretty glorious i think excited of homing [Music] three rotate towards two accelerating shots and many heavy shots yeah let's see what let's see we can do we can do a couple of runs here definitely need that i think i want that all right let's take this off and get another one of these thank god death is turned off huh that hit me because of this that's that's one thing that this does is it makes it very very very dangerous one more rotate towards where would you like that so instead of the accelerative homing maybe it's it's freaking glorious i love it so rotate towards doesn't seem to be because it's going too fast to remove one of these add another one of these if that does the trick half a million i just wanted to hit me again one more rotate towards again all right so we don't have the ability to leave the wand at the moment still nothing remove one heavy shot well that's one and a half mil over and over and over again god that's amazing isn't it four million five million you need the accelerative homing just don't get hit in the real game right exactly we're missing we're missing some pretty significant damage here maybe instead of multiple projectiles we should cut this down and then add another couple of these maybe replacing accelerating with heavy so the highest we got was six and a half million we're not even we're not even not even halfway there it's not holding under the projectile dummy long enough that's why i think homing would be important as well or hmm stacking accelerating homing it doesn't stack it doesn't stack with each other that was one of the lessons that it gave homing his bait slows projector the acceleration so velocity damage is based on the difference between a projectile's starting speed and its maximum speed terminal velocity so we essentially don't need this right i think we can add another one of these sorry so we'll do the shooting downwards thing hmm this one's got me tighter circles it's not it's not in my control i don't think maybe we've got rotate towards isn't good enough tracking that's why i'm saying homing might have been better but it's not though [Music] hmm another heavy shot we'll try it is there too many projectiles it's a question i don't think it matters where it starts right like it's going to be heading directly for it anyway so but like over time it's going to increase in speed i think we only need the one accelerative or maybe this will count for that homing is cutting damage every time we had a good combo going before with homing a single homing and a single one of those let's try that no now it's wilder and we're doing much less damage overall now because of the fact that we cut the projectiles in half it doesn't add to terminal velocity no it gets the terminal velocity quicker that's all that does a ponte this is a mod called spell lab it teaches you about uh wand editing and stuff re-rotates all right this is odd almonds builds it is your time to shine my friend odd owl omen gotta hide as hard as hell to say see it's not still not even tight enough in it like or am i making that up now one more one more rotate towards all right put another couple in i don't i don't mind [Music] half mill you wonder if modifier placement can affect other modifiers the only thing that we've learned during this course um is that this has to be ahead of other um uh homing spells that's it why is my health constantly a one because i got hit by one of my projectiles and there's no death is turned on yeah vif that got added in the last update the empty box um from what i understand it lets you pick up powders less heavy shot more projectiles all right get behind that as well why don't we go yeah we'll go back to four here damn this drop shot constantly add gravity effect more on down heading movements i don't even know so we're getting higher all right 15 of them in a row we've only got a second to do the damage gotta do 15 million points of damage per second we're not even getting close here would use the hex so more projectiles i don't think that would help us projectile is going too fast at the fourth rotate back they lasted longer wrap one of them so you can fire faster no that's that's not the purpose of this one we should be able to do it in one shot honestly there's a way there's got to be a way 3 million 4 million 5 6 again 6.9 7.2 8.8 so accelerating doesn't matter when it happens maybe we just add more of these then what if accelerative homing is enough by itself let me just add another one a 9.9 12.6 13.3 14.3 champion we did it with that wand and like a million shots 13 heavy shots accelerative homie anti-grav pierce bouncing let's make that one let's do that again thirteen accelerative homing anti-grav years and bouncing um all right is there a special technique to this or just shoot because this one's not going to turn towards right that's a freaking death trap 1.82 it's it's glorious i'll give you that much and we are many times dead yes yeah 100 too bad tentacle freeze insta kills any mob and not a 33 or boss it doesn't this is teaching you stuff that you probably we never even bother using but it's still fun um again i think there's a couple of methods we could use there that particular one too much risk involved because homing wasn't really a factor it was turning towards but the bounce was too wild on it stand right on it there's nothing to stand on we'd be below it but we'd be shooting up and we're still at the problem with that particular build like it's not bad it definitely does the damage but because it's bouncing absolutely everywhere it and because this particular modifier is on there we're dead it does way too much damage that would one shot us hey chase okay chase oh caso i like your name um all right next challenge please still got to work out why these are unlocked we should get goku to just hit a switch so we can just turn it on um but i don't really want to find stuff that unlocks in my inventory if that's the case all right total damage one million or more total oh sorry a billion or more total damage to the target dummy that's a wand okay so we're kind of limited on projectiles but we do have chainsaws as well so now we could potentially create something that wraps maybe what about ah we don't have extended duration what about chainsaw no it's extended duration or um let's try accelerating shot and change so i just want to see this now it's the same right yeah okay one chainsaw in a couple of hours right it does say a billion over a period of time um honestly i think we can get that pretty quickly though see what we can come up with uh accelerative homing we do need this is just a personal preference putting them over here by the way they don't need to be there um oh we don't have accelerative homing oh what was that that was 1.8 million we're gonna be here a while right uh yeah we definitely the accelerating shot what would be what have i got too many of oh this slows down as well right it does so we add more i don't really want to add a light shot but we could just to test jesus [Music] uh okay now we can probably tweak that a little bit by taking that off less accelerating more speed dead 130 million just casting a small sun no biggie halfway there um this is called spell lab it's available from the steam workshop sometimes it's so it's so slow it's like i don't feel like doing anything today i'm just gonna stay right here while not taking too much damage away doesn't it just cut damage by a percentage like it's pretty significant no damage projectile minus 25 which is probably irrelevant when you think about it well we're gonna get there in a relatively short amount of time and that short amount of time is right around now champion you
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Channel: McQueeb
Views: 95,657
Rating: 4.8957386 out of 5
Keywords: mcqueeb, twitch streamer, twitch, streamer, mcqueeb plays, mcqueeb streamer, mcqueeb stream, twitch highlights, mcqueeb twitch, noita wand guide, noita wand building, noita wand building guide, noita wand building tips, noita guide, noita tutorial, noita wand tutorial, noita expert, noita wands explained, noita best wands, noita wand school, noita wand builds, noita wand combinations, noita wand crafting, noita wand combos, noita mods, noita spell lab, noita spell lab mod
Id: hV5alvYJP20
Channel Id: undefined
Length: 116min 14sec (6974 seconds)
Published: Sat Jan 30 2021
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