Haiku, the Robot

Haiku, the Robot

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Analysis of chips and a tier-list for them
By GrihaDash78
Having recently done a review of this game[dtf.ru], I had the idea to make my own shooting list of chips. Even though I said in it about the under-developed potential of the chip system, I still have something interesting to tell you about it.
   
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At first
I have a little important info on the game. A few months ago, someone made a mod to display the health of bosses, and in combination with DebugMod, I was able to assemble such a table with the damage of everything when I tested the chips.
As it turned out, almost everything depends on the damage of our sword. At the beginning of the game, our sword deals 3 damage, and in the final it is already 9, i.e. + 2 is given for each defeated Creator. But then what surprised me was that almost all bosses scale their health in proportion to the damage of our sword. Of course, this seems to prevent the battle from ending in seconds, but this results in a strange situation where, as you progress, some of the damage sources become slightly weaker. But this only affects bosses, there is no such thing with ordinary enemies.

Well, okay, and now we're finally getting to analysing all the chips. Just in case, I remind you that such things are of course primarily used in combinations with each other, and even considering them separately, I will still give examples of possible synergies somewhere 😉
Green chips – for explorations
Ferromagnetic
Attracts the type of metal found in spare parts to its user.
The local equivalent of the Raking Swarm from HK. You can get it after repairing the train at Sonnet, i.e. after about an hour of the game. One of the few chips that you want to carry to the finals, because spare parts are always needed, and they often fall into a dangerous environment.

Gyro-Accelerator
Increases the user's rolling speed, allowing them to traverse through the world faster.
Everything is clear here. However, how effective is it? Not much, as it turned out. I did the check at the entrance to the Mainframe Storage, moving from the left transition to the right, and here are the results I got: regular walking = 7.5 seconds; regular ball = 5.0 seconds; with this chip = 4.5 seconds; string with hook = 2.1 seconds. However, the cable can not always be used everywhere, so this chip will be a good addition to the assembly for exploring the world.

Heat Drive
Protects the user's heat gauge from overheating while in hot areas.
In general, this is a very situational chip – yes, it's cool to be able to use all the abilities in hot locations. But the bad thing is that it is located in one of the late locations, where you cannot go without a jerk (but you can go after receiving the bomb). I.e., there is a high chance that in the first pass it may already be unclaimed if you have already somehow managed to clean up the Blazing Complex location. I am sure that this chip needs to expand its functionality.

Auto Repair
Automatically repairs the last health capsule that was broken, allowing the user to repair without stopping.
In fact, this is the local Hive Blood from HK, but worse. Not only does it take almost 15 seconds to repair the cell (for comparison, the Hive Blood restores in 10 seconds), but it also spends the standard 9 spare parts. However, the chip can still be used on bosses. In any case, there really isn't enough synergy with Quick Repair.

Map Sweeper
Automatically sweeps the local area for any obstacles the user has yet to overcome.
In fact, this chip helps very well those who often forget where previously inaccessible passages still remain. In fact, it marks with questions those places on the map where you need to use some kind of ability, and it works even when you have all the abilities available. Of course, it can be discarded in subsequent playthroughs, but compared to the Wayward Compass from HK, it can still be useful to someone.

Extractor
Allows the user to extract more spare parts from foes.
Look: there are some big enemies that always drop 2 big washers of 15 parts each. With this chip, these washers now provide 19 spare parts each, which means an increase of about 25%. It's already more interesting with small enemies, because spare parts fall out in their random range, but the increase is still noticeable. But I think you can safely do without it if you rarely die and carefully explore the locations.

Auto Modifier
Automatically morphs the user's body when landing on the ground.
At first glance, it may seem that the chip is a bit useless in its essence, but for me it is comfortable not to press the collapse button into a ball every time when exploring the world. Moreover, the chip can even be used in bossfights if the Sawblade chip is used with it.
Red chips – against enemies and bosses
Infinity Edge
Sharpens the user's sword, granting them a 10% chance to deal critical damage to opponents.
It's not a bad decision to give such a temporary opportunity to increase the damage of the sword instead of a primitive direct increase in damage. Yes, the chance of crit is still small, but this is due to the double damage multiplier. By the way, this is one of the very first chips that we find at the initial stage of the game. P.S. it turn out, Infinity Edge has a 12.5% crit chance.

Agile Alloy
Decreases the weight of the user's sword, allowing them to swing their sword at a greater speed.
A local analogue of a Quick Slash from HK, but with a less noticeable impact. I counted 22 strokes instead of 18 in about 10 seconds, or it turns out to be somewhere 20-25% faster – not such a bad result. Obviously, it would rather be like a good addition to build into a swordsman.

Electro-Emitter
Periodically drops an electric spark which deals damage to foes before expiring.
I would call it an analogue of the Defender's Crest from HK, but with a nuance – its damage depends on the damage of the sword. At the beginning of the game, he is not particularly strong – for one appearance of the charge, at best, he will cause damage to one sword strike, but in an end-game with a sword damage of 9 units, he will be able to inflict 12 units already. I think the chip will work well for those who like to attack close up or use a Space Disruptor.

Sword Extension
Increases the length of the user's sword, allowing them to strike enemies from further away.
The local equivalent of a Long Nail from HK. The difference is at least even visible. In general, we can say that the radius of the impact area has increased by 15%. The most remarkable thing is that the impact increases not only in length and breadth, but also even backwards. A great chip against most bosses.

Bulb Relation
Creates an electrical connectiong between the user and a nearby Bulblet.
Wearing this chip, your light bulb will shoot a spark, at best every 5 seconds. If we compare him with the Grimm Child from HK, then everything turns out a little better – the sparks are homing and can fly even through walls, although for some reason sometimes they may not hit and rotate around enemies.

Shock Wave
Bombing emits a shock wave dealing damage to enemies in a nearby radius.
The most sweeping attack that can be made. Being in the center, the wave covers almost the entire visible screen by 80%. Deals half of the sword's damage, but it can be boosted quite well with a Power Enhancer chip. Self-detonation is also combined with the chip, which is very pleasant.

Magnetic Footing
Steadies the user's footing, removing a knockback from hitting enemies with a sword.
The local equivalent of the Steady Body from HK. After all, the chip is rather situational, and it only helps well against some bosses. Moreover, the recoil from the blows is in any case less, so it is easier to control it than in the same HK.

Shock Projectile
Bombing emits a ball of electricity dealing damage to enemies in front of its user.
We can say that the chip makes it possible to shoot a kind of Vengeful Spirit. However, the damage is equal to the damage of the sword, and according to my calculations, the most effective shot is at the initial stage with a Power Enhancer chip. Self-detonation is also combined with the chip, and this is probably a better option if you want to cause more damage to the offender.

Power Enhancer
Bombing deals increased damage, allowing the user to quickly burst down enemies.
At first glance, it looks like a fierce OP, but in fact it turned out that the chip simply gives +3 units of explosion damage, i.e. efficiency decreases with increasing sword damage. But it still makes sense to use it in combination with chips associated with explosions, because it also adds damage to them.

Power Processor
Reduces the amount of heat produced from bombing.
A really cool chip that allows you to spam with explosions. So, even with a fully pumped liquid cooler without stopping before overheating, we can make only 3 explosions, and with this chip we can already make as many as 11! However, this chip is one of the most difficult to access - not only will you need 2 skulls, but it is also located in a secret cemetery, which legally opens at the final stage. Although nothing prevents you from using a teleportation jerk in some places.

Space Disturbance
Allows its user to damage enemies while blinking between two points in space.
The local analogue Sharp Shadow from HK, though partially. With this chip, we will be able to do sword damage in a dash, but the length remains the same. If you've managed to teleport through enemies, then this is a very good addition.

Electric Orbs
Generates electrical orbs that encircle the user, damaging any enemies it comes in contact with.
With this chip, 2 sparks will slowly rotate around you, dealing half of the sword's damage. Honestly, the chip is lousy, because the sparks disappear for 9 seconds when touched. If they disappeared, say, for a second, then it would clearly be possible to use it in some other way. The only plus is that it can be found in the first hour of the game, and in theory it is a little more effective at this stage.
Blue chips – assistive utilities
Sawblade
Adds blades to the user's body, allowing them to avoid danger and overcome rivals.
Imho, this is my favorite blue chip. When you fold into a ball, you turn into a traveling circular Pale King would clearly appreciate such a . What is important about this chip is not only that it can deal retaliatory sword damage, but also that it protects against almost any contact damage, while giving invulnerability time. However, this will not protect you from the dangers of the environment and from physically unstable attacks (electricity, lasers, etc.). Of course, this is not a direct OP, because it will take 10 seconds to restore the circular, but still the chip is universal in various situations. Oh yes, there is an obvious synergy with the Auto Modifier and Tungsten Steel chips, which allows you to safely use it on bossfights.

Amplifying Transputer
Amplifies the Space Disruptor and increase's the user's blink distance.
A regular chip to increase the distance of a teleportation dash. According to my calculations, it allows you to overcome a wall of 4 conditional tiles instead of 3, and somewhere it can clearly be useful. In general, it is a good addition both for shortening the distance with the boss and for teleporting through it. Well, it is obvious that it is worth using it together with the Space Disturbance chip.

Self-Detonation
Its user automatically detonates when taking damage.
It can be said to be a local analogue of the Thorns of Agony from HK. Unlike them, the chip does not have some kind of delay in animation, but what is interesting is that the reproduced explosion from it heats us up two times less than the standard one. Obviously, I recommend using it together with other chips related to explosions.

Nomad's Plate
Drastically reduces the number of spare parts dropped on death.
With this chip, instead of 50%, we will lose about 20% of spare parts. The chip is still useful in the first stage of the game, and even more so it can be found in the next location from the starting one. But in further progress, this chip will no longer be very useful, especially if you often hand over spare parts to the bank.

Quick Repair
Repairs the user's body faster while also reducing the number of spare parts needed.
Obviously one of the most useful blue chips. Instead of 9 spare parts, 6 spare parts will be spent on repairing the cell. In terms of the speed of repair, the chip, in fact, takes away one torsion of the key, i.e. with it, the first capsule will be repaired in 3 torsions instead of 4, and the subsequent ones in 2 torsions instead of 3.

Tungsten Steel
Strengthens the body and increases the user's invincibility time window.
The local equivalent of a Stalwart Shell from HK. If there the invulnerability time increases from 1.3 seconds to 1.75 seconds, then here this chip will increase our invulnerability time from 1.5 seconds to 2 seconds. It's not a big difference, but it's still not bad.

Coolant Soluble
Removes heat more efficiently from the user's system.
Yeah, it's just a chip that kind of speeds up the recovery of local mana. According to my calculations, it takes about 12 seconds to remove overheating to the yellow range, and with this chip it will take 8 seconds already. It's not bad, and it seems like the chip is most effective with a fully pumped liquid cooler, because the speed of lowering the arrow remains the same.

Pocket Magnet
A small device that protects the number of spare parts dropped on death.
With this chip, there will be a floating magnet at the place of your death, holding about 90% of the lost spare parts. What's cool is there are no limits on the number of magnets left after death, so this is the right chip for those who often die (when passing Corrupt Mode, this is musthave).

Protector's Capsule
Increases the health of the user, allowing them to take more damage.
A regular chip that just adds one extra capsule. Considering that it can be purchased in the first hour of the game, when 3 capsule fragments are still missing for an upgrade, then this is a pretty nice chip, and there is a place to be in the end game.
Let's summarize the tier-list
This concludes the description of all the chips, and here is my final tier-list. You can assume that the chips on the left are better than those on the right. Oh yes, it is assembled taking into account the usual passage of the game, and not necessarily for the first casual approach.
Afterword
Well, I've finished describing everything I've been able to highlight about the chips. I probably also want to say that ideally it was necessary to go through a local randomizer at least once in order to experience all this from other angles.
But come on, still, the passage of Corrupt Mode partially gives this very experience, even if only for once. By the way, regarding this mode, Auto Repair, Quick Repair and an Protector’s Capsule cannot be found in the world (even the cells in the menu are locked under them). By the way, is it worth collecting a separate shooting list specifically for Corrupt Mode? I don't think that's necessary. If someone wants to make their own shooting gallery, then keep the template[tiermaker.com].


P. S. Has already passed the randomizer in one go in exactly 4 hours with default settings, where the random of almost all items is enabled - and even levers. It turned out to be a good experience, and I even revealed unexpected properties of some chips that are most likely not to be experienced in a regular game. I'm talking about the Auto Modifier, Self-Detonation and Bulb Relation - they can work even when you don't have the necessary ability for them! It is quite likely that this is a logical bug, but what kind 👌
1 Comments
aschepler 26 Feb @ 3:48pm 
You neglected to say what "HK" stands for. And the common simple powerups exist in lots of games other than Hollow Knight! :)