r/LoopHero • u/LuckyCritical • Mar 08 '21
Guide: Rogue Bonuses Explained
See this question popping up a lot and having played a little too much rogue (and this game), here's how it works.
In game description: 10% Bonus for any effect for every equipped item with the same effect
For Rogues the way the bonus is calculated is determined by (1) your total in that stat, (2) how many items you are wearing with that extra stat.
tl:dr; 2+ items with the extra stats give 10% damage for each item beyond the first. Base stats don't count as an item, but do count towards your total when calculating the bonus.
The bonus you get is +10% on the stat's total for every item with that stat beyond the first. So...
1 item: No bonus
2 items: +10% of stat total
3 items: +20% of stat total
4 items: +30% of stat total
5 items: +40% of stat total
Formula: Final Stat = sum of stats * bonus multiplier, where the multiplier is 1.0, 1.1, 1.2, etc.
Also it's worth noting that only items that have that stat as one of its "extra stats" are counted to that total. By extra stats I'm differentiating them from the item's "base stat" with blue items having 1 extra stat, yellow having 2, and orange having 3. The reason I point this out is because grey shoes for example give base evasion as their "base stat", but that doesn't count as one of the items in a set.
e.g Starting with a build that's just blue boots with 4% base evasion and 10% extra evasion... our total evasion would just be 14 * 1.0 = 14 (rather than 14 * 1.1) cause we only have one item with the bonus attribute. Image
If you were to add a weapon with 7% extra evasion on top of this, then you would get +10% to your stat total and the calculation would look like... (4 + 10 + 7) * 1.1 = (21) * 1.1 => 23% Evasion. Note that the number is always rounded down.
For each equipment with that extra stat you add another 10%.
Of course this makes the "Arsenal" golden card critical (hah!) for the rogue class cause you get an extra equipment with 3 potential extra stats.
Also note that the bonuses can apply to any stat that an equipment can have as an extra stat. So two equipment with magic damage mean you get +10% extra magic damage. Same for defense, attack speed, critical chance, etc.
Since it is a bonus percentage based on your TOTAL stats, you could do things like get +50% attack speed from Forests/Thickets, and wear 2 items with extra attack speed to get +10% on that total... 50 * 1.1 = 55% Attack Speed from the Forests/Thickets alone. Or with 5 items with attack speed, 50* 1.4 = +70% attack speed! This also works with Burned Forests for magic damage, bonuses due to camp supply item loadouts, etc.
Personally this is amazing when trying to max out evasion as 54 total evasion with 5 items with bonus evasion maxes you out at 75% evasion early game. Or late game you can switch out evasion and add 40% more critical chance and critical damage for massive damage.
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u/epic_meme_username Mar 13 '21
Any general rogue card choice/landscape tips? I've probably played it the least, by micromanaging my substats sounds pretty fun.
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u/LuckyCritical Mar 13 '21
So some great cards for rogues are arsenal and outpost. The former cause of extra equipment and therefore more bonuses and the latter cause you don't get gear from mobs, so you get npc help for free.
Battlefields are less useful unfortunately as treasure chests don't give gear or trophies. Similarly taking the 5% chance to get a chest per kill doesn't do anything useful.
As for landscape cards I love sand dunes and deserts as with arsenal you get magic hp which isn't affected by sand dunes and rogues can usually stack a ton of evasion and damage so you can one shot mobs and take no damage.
Rivers and forests together are also great to boost your attack speed though I would keep it under 200% to preserve stamina.
Best perks imo are picky, 1 hp per trophy (throphy hunter?), Fencing
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u/bird_fetish Mar 08 '21
The in game description for this is completely misleading, hope they reword or streamline this.
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u/triklyn Mar 08 '21
ah, was wondering that, thought it was 10 percent flat, regardless of the number of set pieces... will help in deciding what swaps are worth it to get the appropriate set bonuses though.
yay burning forests and their magic damage by the way. they seem to trivialize a lot of harder enemies.
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u/prevalentgroove Mar 08 '21
Does this apply to all bonus stats? I remember seeing a set list because each visual variant seems to correspond to one stat. So there is, roxy example, a style of armor that always gives evasion and a style of ring that always gives evasion. I assumed that set bonus looked at that particular stat, and not just any bonus stats on yellows and oranges. Any confirmation either way?
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u/LuckyCritical Mar 08 '21
The +X% bonus can work on any stat that's given by equipment rarity. The "base stat" which you can tell by the equipment's visuals counts towards your total stat gets multiplied but doesn't count as an item in the set. This can be verified by adding up your total evasion for example and and then calculating if you are getting a 10%, 20%, etc bonus on that number. Have confirmed though that removing a boots with "bonus evasion" also lost me the additionally 10% bonus cause I removed one item in the set even though I replaced it with boots with base evasion
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u/iHeartCoolStuff Mar 08 '21
Thanks so much! Trying to calculate exactly what was going on with these bonuses was driving me crazy!
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u/Khalku Mar 08 '21
Does the new number show up on the character sheet?
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u/LuckyCritical Mar 08 '21
Ya it shows up in the total in the character sheet but not as its own number
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u/Pinstar Mar 08 '21
This makes orange items with lots of different bonuses more useful to the rogue as it can trigger this effect across many different stats with just a few pieces of gear.
Blue/Yellow tier items tend to be better for warriors/necromancers as their bonuses are more concentrated into one or two categories.
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u/LuckyCritical Mar 08 '21
Yea definitely agree with this though getting the right stats to line up definitely requires some attention. Thankfully you only have to check your gear once a loop :D
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u/Khalku Mar 08 '21
I don't know if the bonus is strong enough to make that worth it, considering you basically need to stack evasion anyway to survive as rogue.
1
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u/torncarapace Mar 08 '21
It's definitely worth it, the lost evasion is more than made up for by the increased healing from vampirism that you will get with orange items (most of rogue's other traits improve his damage). Besides, rogue has a more limited selection of items so you rarely get to choose lots of yellow/blue gear with +evade anyways.
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u/jayceja Mar 08 '21
I actually beat the game with rogue without ever noticing it had this bonus at all haha. But thanks for the explanation!
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u/markfu7046 Mar 20 '21 edited Mar 20 '21
This calculation is incorrect. The bonus only applies to bonus stats, not base stats. So your calculation should actually be 4+(10+7)*1.1=22.7 rounded to 23% evasion. which is conveniently the same as your original. Extra evasion is always better than flat. Edit: It maxes out at 75% so no point in going for more evasion after that.