Increlution

Increlution

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NG+ Perks Ranked: Lowering completion time
By Cypes
Perks (as of update chapter 11) ranked in order of how much each perk saves you time.
Measured, calculated and approximated through several hundred playthroughs; 90 of my own, compared to several other people, and *cheated* test runs with minimal human variation.

Perks are measured as a linear multiplier on completion time. Many more details on my google sheets:

https://docs.google.com/spreadsheets/d/1pkTsGCbiYbRb0Q0CxDbsk88mRr6AKNeHM68O1eAWaLg/edit#gid=496729459

But the TL;DR: Assume every perk works independently. Assume time difference between ng+ runs is caused by perk differences. Assign corresponding value.
=>
Have several data points, and find the values that explain the data the best overall.



Has some biases, of course.
Main ones I would like to point out:
- Passive will be much worse on very low dna. Advised to not touch before NG 3 or 4.
- For the first 2/3 levels, F- (Hourglass) and Shield will be significantly better than core and F+ (Tooth).
- A big contributing aspect to the speed gotten from core, is allowing for strategic differences not possible without; notably skipping mushrooms and blocking (enough to die to decay) with clams only.
In general, these values represent the effect in a "normal" perk build with gameplay focused around minimizing time (without too much minmax), at the 1k dna range.




Use these perks in my perk budgeting tool, to find the best build for your dna:

https://onecompiler.com/python/426sa7hjn

- Has automatic adjustment for lower dna (where perk values are slightly different).
- Has manual "defense" parameter should you have a playstyle/preference towards less minmax.
- Perks are measured under a general assumption you don't run face first into every wall, but not neo-dodging either.
   
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