Welcome to our gaming guide for Rabbit & Steel! In this article, we will be delving into the intricacies of the game’s difficulty, numbers, items, and their interactions. We will also explore some niche mechanics that you may not be aware of. Be warned, this article contains spoilers, so proceed with caution. Get ready to become a master of all things numbers and items in Rabbit & Steel!
Difficulty stats
- Cute Mode
-Your Max HP starts at 9
-All HP is restored at the end of each fight.
-Enemy HP is reduced by 30%
-KO’s last for 10 seconds - Normal Mode
-Your Max HP starts at 5
-Treasures restore 2 HP
-If you have 1 HP at the end of a fight, you are brought up to 2 HP
-KO’s last for 10 seconds the first time you’re KO’d, then 17, then 24, then cap out at 30 seconds - Hard Mode
-Your Max HP starts at 5
-Treasures restore 2 HP
-The first shop will always contain a Regen Potion for 8 gold
-Enemy HP is increased by 10%
-KO’s last for 15 seconds - Lunar Mode
-Your Max HP starts at 3
-Treasures restore 1 HP
-The first shop will always contain a Regen Potion for 8 gold
-Enemy HP is increased by 20%, plus they gain more levels between stages so their HP is even higher
-KO’s last for 25 seconds - Enemy HP Calculation:
Base HP (depends on the enemy and the attack they’re using)
Multiplied by (1 + ( .05 * Enemy Level ) ) * A * B
Number of players (A)
– 0.9x for single player
– 1.7x for two players
– 2.4x for three players
– 3.0x for four players
Difficulty (B)
– 0.7x for Cute Mode
– 1.0x for Normal Mode
– 1.1x for Hard Mode
– 1.2x for Lunar Mode
Strength and Gcd Calculations
0) Items and Abilities are set to their base strengths, cooldowns, gcd, etc..
-Ability upgrades are considered as a completely different Ability from their non-upgraded version, so their base stats are applied here
- 1) Items that add/subtract cooldown/gcd (“Your Primary gains a 2 second cooldown”)
- 2) Items that multiply GCD/Cooldowns by a percentage (“Your GCD is 30% longer”) (“Haste” status effect is also here)
-Items/status effects that affect GCDs are multiplied together. For example, Haste says it makes your attacks 20% faster; but it actually makes your attacks have 80% of their previous GCD. If you have 2 Haste effects, your GCD speed will be .8*.8 = .64, so 64% of the original amount. - 3) Items that set your GCD/Cooldown to a fixed amount (“Your Defensive’s cooldown becomes 10 seconds”) (Overwrites all previous calculations)
- 4) Metronome Boots and Timemage Cap effects
- 5) Buffs from status effects such as Berserk that change your GCD
- 6) Abilities that say their cooldown cannot be changed by loot are reset to their base value
All GCDs and Cooldowns are calculated before any item’s Strength is calculated.
- The minimum GCD for an Ability with a GCD is 0.3 seconds.
- The minimum cooldown for Loot that activates on a cooldown is 1 second.
- Almost all oGCDs have a hidden cooldown of 700ms, to prevent rapidly tapping them as fast as you can hit the button.
Exceptions:
-All Druid Defensives – 1000ms
-Heavyblade Emerald Secondary – 1000ms
-Ancient Emerald Secondary – 1500ms - When a cooldown is “reset”, there is a 100ms delay between the reset proc and the actual reset.
- 1) The Haunted Set loot effects that set your ability’s strength to 10 (Ghost Spear, Phantom Dagger, Cursed Candlestaff)
- 2) The Timegem Set loot effects that set your ability’s strength to a number based off calculations (Obsidian Rod, Darkglass Spear, Timespace Dagger)
- 3) Percent bonuses (“Your Secondary deals 20% more damage”)
-Percent bonuses to strength are added, not multiplied. So for instance, if you have an item that gives you +20% damage and an item that gives you +30% damage, your total bonus will be +50% damage, not +56% damage. - 4) Numerical bonuses (“Abilities that hit more than once deal 30 more damage”)
- 5) Other items that set your Strength to a fixed value (“Abilities that hit once deal 250 damage”) (Overwrites all previous calculations)
- 6) Buffs from status effects such as Warcry that give you bonus damage
-% bonuses from buffs are added together separately, then multiplied onto the number so far - 7) +1% dps per level (multiplied onto the number so far)
(The numbers up until now are what’s displayed in your “adjusted values” above your item)
Calculations that happen when you actually use the move
- 1) Charge/Supercharge/Omegacharge (multiplied on the number so far)
- 2) Crit damage (1.75x if you crit, mutliplied after everything else)
- 3) Backstab damage (1.3x for attacks that can backstab, multiplied after everything else)
- 4) Extra damage from debuffs on the boss such as Curse (added together and multiplied after everything else; so if you have 2 Curses on the boss, that’s 1.2x the current amount of damage)
- Damage variance is 15% in either direction of the ability/loot’s stated damage.
- Critical hits have a 30% chance of happening, and deal 1.75x damage
- If a fight is taking a really long time, then Critical Hit chance slowly creeps up slightly higher to speed things along.
-When 3/4 of the rating bar is left, it will start to increase from 30% to a maximum of 50% when about 1/4 of the rating bar is left.
-Realistically, this will only happen on Normal Mode, and only if people are *really* not attacking. It was added as a way to prevent people unfamiliar with action games from being stuck in fights for too long because they don’t hit buttons.
Luck and buffs
- Luck increases the following:
-Your chance of procing % chances (1% per point)
-Your critical hit chance (1% per 2 points)
-Proc chances, boosted by luck-boosting items, are capped at double their base amount.
-So, even if you have every luck-boosting item in the game, something that happens 5% of the time will only happen 10% of the time.
-It does not effect trinket drop rate. - The Red Tanzaku can have the following effects:
-A 10% chance of shielding you from damage and healing your entire party by 1 when you would otherwise be KO’d
-A 10% chance of healing you to full HP when a battle ends
-A 10% chance of giving you 300 xp at the end of a fight
The Luck stat increases the chances of these things happening, just like other proc chances.
If one effect activates, no more effects will happen until at least the next battle. - Luck boosting items/statuses give the following amounts of luck:
– Mimick Rabbitfoot – 15
– Luck Potion – 10
– Ballroom Gown – 10
– Rabbitluck Status – 100, and additionally, % chances are always successful - The “Vanish” and “Ghost” status effects will also negate certain field conditions, like Turbulent Winds and Gravity.
- Buffs that increase damage are “snapshotted” when the ability is originally used.
For instance, if you use Druid’s Secondary when Warcry is about to wear off, it will retain the damage increase for the full duration that it is active, even after Warcry has worn off your character. - Most buffs and debuffs can stack together, assuming they came from different sources.
If you’ve got two items that apply Poison, for example, they both apply their own Poison.
If you’ve got two items that grant Smite, they both will give you Smite.
There are exceptions though; mostly player abilities. You can only have one “Warcry” at a time, one “Vanish” at a time, etc..
Misc info
- Abilities and loot that deal bonus damage from behind (a “backstab”), such as Assassin Rabbit’s “Assassinate” ability, only counts for enemies in human form.
For fight balance reasons, if an enemy is transformed into an animal, it will *always* count as being behind the enemy. - For Difficulty Modes, only the host of a lobby needs to have it unlocked for anyone entering the lobby to play on that difficulty.
For unlockable loot items, whether or not they appear in chests is dependant on if the host has unlocked them.
For unlockable characters, they must be unlocked for you personally for you to play as them. - If you hold down the “Change Target” input (Shift by default on keyboard, LB by default on controller), then:
-You will move more slowly (useful for dodging precisely)
-You will target the average position of all enemies (useful for AoE)
-You will move less far when under the “Turbulent Winds” status - You can pet Asha, the Shopkeeper Cat with your mouse, or by holding down whatever input you have bound to “NPC Talk” (RT by default on controller)
Credits
Here is their links.
Website: https://www.minodevgames.com/
Mino_dev games Discord https://discord.gg/mns
mino_dev Twitter: https://www.twitter.com/mino_dev
mino_dev Instagram: https://www.instagram.com/mino_dev
And that wraps up our share on Rabbit and Steel: Everything you might want to know about numbers and items in Rabbit & Steel (spoilers!!). If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Sdobitoo, who deserves all the credit. Happy gaming!