The HIGHEST Damage Possible in Hollow Knight

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hello I don't think anyone would disagree with me when I say Hollow night bosses are hard controversial take I know but true nonetheless being one of them is no joke let alone all of them in a row this is what's commonly known as Pantheon 5 or P5 for short heck only 12% of players have even achieved this so if you're one of the lucky few give yourselves a pat on the back but there are some who push this even further and try to beat Pantheon 5 as fast as possible I think they call themselves speed Runners the world record for this run as of right now is 15 minutes and 56 seconds held by a player by the name of rainy 923 with the number of bosses in P5 sitting at 42 that's an average of 23 seconds per boss to take this even further here are the hit point values of every boss in Pantheon 5 and here's that number all added together this means that Rainey would have to deal roughly 60 damage per second to achieve the time that they did an impressive feat considering most of the bosses die relatively quickly and there's multiple seconds of downtime at the beginning and end of every boss amazingly rainey's run is roughly 2 minutes behind the task of Pantheon 5 which sits at 13 minutes and 38 seconds that's tool assisted speedrun simply put a Tas allows someone to create inputs one frame at a time allowing for strats and damage rotations that wouldn't be possible to achieve for a normal human using the same math as before that means the task sits at 19.5 seconds per boss or around 71 damage per second that's all well and good Cactus I hear you saying but what does this all matter excellent question madeup viewer to put it simply I want to know the theoretic damage ceiling that is to say if these numbers are what's possible for humans to achieve with what the base game has given us if we fudge the rules just a little bit how much further can we go there are a couple things we can do to achieve this first let's take a look at the charms used in rainy's run if you've ever seen a hollow night speedrun before you probably recognize the ones that make this build what it is the most notable among them being Fury of the Fallen a charm that doubles your nails damage while at 1 HP and fluk Nest a notoriously broken charm used in longer speedrun categories however there's something in our way of our theoretical ceiling the notch limit in Hollow Knight the player starts with three charm notches and with eight others you can collect in the game that adds up to a total of 11 however using a feature called over Charming you're allowed to surpass the limit at the cost of a not being able to equip any more charms past this and B taking double damage from every single hit while this may sound like a hindrance it actually makes the speedrun for P5 Faster by using the mask binding an optional difficulty modifier for the pantheons players are set to a Max of 5 HP meaning it will only take two hits to activate the aform mention F of the Fallen instead of four this is all to say that while these two charms are enough to carry us to Victory within the constraints of the base game I want to go even further Beyond using mods we're able to equip any number of charms we want and while it sounds like that's our solution right off the bat actually doing this has some ridiculous results on top of that just equip everything isn't a very satisfying answer which begs the question in a theoretical conversation about imaginary bugs what would be a good solution to answer this we need to take a closer look at these little guys the charms there's a total of 45 of them in the game and with the aforementioned Notch limit of 11 for a combat Centric build we're only on average able to equip five or six of them more if you're over Charming even if we're more generous with seven that's still roughly one sixth of all charms in the game however some charms are more suited for General utility than combat so excluding these charms the total number of R options comes down to 30 going back to our number of seven I think if we add three charms for a total of 10 that will be both a fair Showcase of a player's skill as well as a nice representation of the cast of charms so three extra dudads added to our arsenal we could add the illustrious Soul Eater a charm that almost triples the amount of Soul you gain for each nail hit which would allow us many more casts to defeat bosses with or perhaps we use grubberfly elegy a charm that gives you a zelda-esque beam while at full or one HP this would even allow us to double hit some larger bosses once with our nail and another with the energy beam both from the same swing or if we didn't want to sacrifice the damage and instead just increase the range of the nail we could use Mark of Pride however I believe the optimal builds would look like this [Music] the first two charms don't need much explaining shamanstone is an easy increase in damage and Soul Eater will make it so we never run out of soul but this charm of all charms let me explain let's start off by saying that there is not much room for improvement in the current builds this category has been carefully planned each fight specifically honed to be lightning fast it's not that far of a stretch to say that some or most bosses have been planned down to the hit to explain certain bosses in Hollow Knight are able to be staggered that is put into a state of incapacitation for a couple of seconds allowing the Knight to either heal or charge a stronger attack for extra damage like a nail art or spell these stagger counts are very carefully planned around for the boss fights in which they apply meaning any altering done to these counts thinks to our extra charms could harm or otherwise hinder the speed in which we can beat them usually glowing womb doesn't do much of anything useful but here in this theoretical scenario it gets to shine glowing womb spawns hatchlings every 4 seconds that deals nine damage each consuming eight soul from the Knight the Knight gains 11 soul from a single hit for reference up to a maximum of four hatchlings on screen at a time with theory of the Fallen however which we luckily already have equipped they deal an extra five for a total of 14 and since we basically have infinite soul from Soul Leader and the copious amounts of slashing we do with the nail it's a permanent uptime of 14 extra damage every 4 seconds this is increased at the beginning of fights thanks to this little thing I mentioned earlier each boss has a death and spawn animation meaning we technically get to squeeze in extra DPS during this downtime these times aren't consistent but they range from around 10 seconds for shorter animations to 15 to 17 for longer ones these include both the ending animation of the first boss plus the spawning animation of the next so equipping Shaman Stone and glowing womb are our main sources of damage I'd like to show you practical evidence of these in action however since I can't take the time nor will I force someone to either Tas or do a run of this we'll be sticking with our theoretical math for argument sake let's pretend that we'll always have a enough soul to spawn a hatchling every 4 seconds or in other words adding 3.5 damage per second I know this isn't completely accurate and there might be moments in the run where we would have Max hatchlings and therefore our DPS would stop but it sounds like an incredible chore to par that out so I won't Sumi so adding 3.5 to our previous damage per second numbers we have the Tas sitting at 74.5 damage per second and humans at 63.5 but we haven't accounted for shamanstone yet unlike glowing womb we can actually quantify this number by counting every time a spell is used and adjusting the damage value in our heads normally fluk Nest will deal a total of 64 damage but with shamanstone it's boosted to 80 again this is some heavy rounding we're doing here as not every spell used is fluk Nest nor will every fluke connect with the boss at every time for our human run the test doesn't really matter miss any damage anyways in rainey's run they used to spell 116 times and in the Tas it was 110 this comes out to 7,40 damage for the task and 7,424 damage for the humans if we equip shamanstone however those numbers change to 8,800 for the task and 9,280 for the humans if we find the difference in damage and then divide those numbers from our overall times to get our final DPS numbers the theoretical Pinnacle of hollow Knight damage I rounded the numbers don't worry I didn't do my math wrong also for kids and shiggles here's how those numbers change the overall times of the Run neat Hollow Knight is an amazing game with a fantastic Community with all the strats that are constantly being discovered and the skills of the players getting better and better I wouldn't be surprised if this theoretical ceiling would eventually become very very real thanks for [Music] [Music] watching
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Channel: MyPetCactus
Views: 150,631
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Length: 10min 18sec (618 seconds)
Published: Sun Oct 22 2023
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