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Misinformation about Wormwood's blooming branch


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The 3rd skill doesnt actually make you bloom 50% longer, it just lets you store extra bloom duration, so it still costs the exact same amount of fertaliser.

The shade plant does not give 360 Summer insulation, just 120.

 

That is all i got to say besides i reccomend Klei to tweak these skills at some point.

14 hours ago, Jakepeng99 said:

The 3rd skill doesnt actually make you bloom 50% longer, it just lets you store extra bloom duration, so it still costs the exact same amount of fertaliser.

Partially correct. You can store extra bloom duration and you start with 1.5x as much bloomness when entering bloom stage 3. It has no effect (on bloomnness gain) if you are using fertilizer to maintain stage 3, but it does have a noticeable impact if you are alternating between stages 2 and 3.

14 hours ago, Jakepeng99 said:

The shade plant does not give 360 Summer insulation, just 120.

It's 180 in total, but I assume you mean +120 on top of the existing 60 without skills.

 

Source:

Spoiler

To see bloomness: type c_announce(ThePlayer.components.bloomness:GetDebugString()) in console. The number after T: is your bloomness, AKA the remaining time (in seconds) you have of bloom. Note when you reach stage 3 with 3rd skill it will say 2160 seconds which is consistent with 4.5 days.

To see insulation: type c_announce(ThePlayer.components.temperature:GetDebugString()) in console. Insulation is listed at the end, left is for cold insulation, right is for heat insulation. You get extra heat insulation if it is dusk/night or you are under a tree. Note with shade plant in stage 3 bloom it says 180.

2 hours ago, Arcwell said:

It has no effect if you are using fertilizer to maintain stage 3

It lets you go way longer before needing to restore bloom. 

3 hours ago, Jakepeng99 said:

That is all i got to say besides i reccomend Klei to tweak these skills at some point.

These are two of his best perks. 

2 hours ago, Cheggf said:

These are two of his best perks. 

They dont do much compared to anything else. There are many better things like the summoner pets. Every indivudual skill in the bramble branch is better aswell.

5 hours ago, Arcwell said:

Partially correct. You can store extra bloom duration and you start with 1.5x as much bloomness when entering bloom stage 3. It has no effect if you are using fertilizer to maintain stage 3, but it does have a noticeable impact if you are alternating between stages 2 and 3.

It's 180 in total, but I assume you mean +120 on top of the existing 60 without skills.

 

Source:

  Reveal hidden contents

To see bloomness: type c_announce(ThePlayer.components.bloomness:GetDebugString()) in console. The number after T: is your bloomness, AKA the remaining time (in seconds) you have of bloom. Note when you reach stage 3 with 3rd skill it will say 2160 seconds which is consistent with 4.5 days.

To see insulation: type c_announce(ThePlayer.components.temperature:GetDebugString()) in console. Insulation is listed at the end, left is for cold insulation, right is for heat insulation. You get extra heat insulation if it is dusk/night or you are under a tree. Note with shade plant in stage 3 bloom it says 180.

Thank you for correcting. It does look useful if you switch between stage 3 and 2. ( though imo too tedious, and not near worth choosing over mushroom skills, bramble skills and affinities)

4 minutes ago, ShadowbirdRH said:

Bloom skills synergize with a couple other skills, such as bramble trap mastery and farmhand. The speed boost is also worth appreciating, even with the increased hunger that goes along with it.

You dont need the skill for speed boost. You dont miss out on much. You wont be able to unlock the summons if you choose the farmhand and bramble trap. They dont actually synergy with them either.

Currently, I think that it is better to dip in and out of stage three blooming (thx to those skills), since it has a lower amount of bloomness to achieve stage 3 and when you get bloomed, it is 1.5x times longer.

And for the shade plant, I would like if it was stronger, but summer insulation is mostly not very good (the best summer insulation body item is one that has spoilage, in summer) but it still is cool to go a few days without overheating with shadeplant+umbralla+eyebrella and that flower vest.

9 hours ago, Cheggf said:

It lets you go way longer before needing to restore bloom. 

These are two of his best perks. 

They're not. His best perks are the husk and trap perks.

These perks are good early game for going between stages 2-3 for the 50% increase but they are awful late game when you can perma bloom and want to stay in stage 3 (or stay on a beefalo).

What would of been better than this whole tree would be a way to tell when you're about to lose stage 3.

4 hours ago, HowlVoid said:

These perks are good early game for going between stages 2-3 for the 50% increase but they are awful late game when you can perma bloom and want to stay in stage 3 (or stay on a beefalo).

From my experience, I still think the perk is pretty good later on. The between stage 2-3 increase is not that terrible as I feel a lot of people make it out to be. The tell that it's wore off is quite noticeable to spot, and you spend roughly 4 minutes going ~7% slower and then spend the next 36 minutes in full bloom if you use one use of a super growth formula. It's highly resource efficient, and one bottle will easily set you for more than a season each time, with spoiled fish/morsels setting you for multiple!

It's not going to break every record ever, but I do feel it at least has some merit as a fine lategame perk if you are into a more "passive" style of play instead of constantly upkeeping the bloom from my experience playing him later on.

3 hours ago, Maxil20 said:

From my experience, I still think the perk is pretty good later on. The between stage 2-3 increase is not that terrible as I feel a lot of people make it out to be. The tell that it's wore off is quite noticeable to spot, and you spend roughly 4 minutes going ~7% slower and then spend the next 36 minutes in full bloom if you use one use of a super growth formula. It's highly resource efficient, and one bottle will easily set you for more than a season each time, with spoiled fish/morsels setting you for multiple!

Thing is... Growth formula is hardly expensive... One ash and one kelp. Are we really being resource efficient by fishing vs kelp growing right next to camp? 

With enough bottles you remain bloomed permanently.

Two bottles will set you to max bloom for 5 days (assuming starting from empty). 4 bottles for winter.

Growth formula requires 3 days to become super growth formula.

With flower power, going stages 2-3, will only give enough bloom for 4.5 days. During winter you will also go through the stages far faster.

Unless you have Wicker to amass a large amount of fish, is a constant supply of fish cheaper than two bottles, a source of ash (saplings), and two kelps? Why use super growth formula to go through stages 2-3 when you can just apply every 5 days and stay forever bloomed. You can even add a third bottle and apply at some points in those 5 days so when you calculate the end of those 5 days you don't lose stage 3 accidentally (something I avoid but it's not entirely difficult if you really wanted to I guess; I'd still prefer an animation). Seasons can be divided in multiples of 5, so the larger bloom meter from flower power actually isn't so ideal.

Now hopefully my number aren't wrong as I personally use a beefalo for wormwood essentially bringing down my resources cost to 0 (after domestication ofc, though domestication itself only costs twigs and grass...).

3 hours ago, Maxil20 said:

It's not going to break every record ever, but I do feel it at least has some merit as a fine lategame perk if you are into a more "passive" style of play instead of constantly upkeeping the bloom from my experience playing him later on.

Ofc I won't tell you your way is wrong, only that growth formula is just as efficient if not more so. And it's very passive in it's application. 

I can see the merit in completely forgetting about the upkeep with flower power though. I just don't think it's that big of an upgrade over super growth formula. And given you spend so many skill points to achieve flower power, I think there should be a more significant difference in late game play imo.

10 hours ago, HowlVoid said:

They're not. His best perks are the husk and trap perks.

These perks are good early game for going between stages 2-3 for the 50% increase but they are awful late game when you can perma bloom and want to stay in stage 3 (or stay on a beefalo).

What would of been better than this whole tree would be a way to tell when you're about to lose stage 3.

Yeah, this. Having perma bloom is better than dipping between stages. Once you get even a few bottles for growth formula, you are done. It is a trap just like Woodie's cane skill since it can quickly be made useless with other items.

5 hours ago, Maxil20 said:

From my experience, I still think the perk is pretty good later on

Thing is, It is a skill tree and you are spending 3 skills on something mid instead of the other skills which easily outshine. The best thing for longer bloom is the impecca since it makes getting wraps much easier, and plus it contributes to unlocking the summons, aswell as poop being very useful. Then you can go for skills like bee kind, husk master, faster fertalise, ect aswell as 4 lunar skills which are the best in the tree.

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