Beefy Ring
Beefy Ring Megabonk – Explained
Beefy Ring does two things:
1. Flat Max HP bonus
Each copy gives you +10 Max HP permanently.
2. Damage scales with your current Max HP
Once per second, the game looks at your current Max HP and gives you bonus damage based on it.
With 1 copy, the damage bonus is:
- +0.2% damage per 1 Max HP (equivalent to +20% per 100 Max HP).
Note that this scales with overheal (That you get from items like Holy book or Chonkplate).
Examples with 1 copy:
- 50 Max HP → 0.002 × 50 = +10% damage
- 100 Max HP → 0.002 × 100 = +20% damage
- 190 Max HP → 0.002 × 190 = +38% damage
- 300 Max HP → 0.002 × 300 = +60% damage
This is dynamic: if your Max HP goes up or down, your damage bonus updates (roughly once per second). There is no hard cap; it just keeps scaling with your Max HP.
1. Flat Max HP bonus
Each copy gives you +10 Max HP permanently.
2. Damage scales with your current Max HP
Once per second, the game looks at your current Max HP and gives you bonus damage based on it.
With 1 copy, the damage bonus is:
- +0.2% damage per 1 Max HP (equivalent to +20% per 100 Max HP).
Note that this scales with overheal (That you get from items like Holy book or Chonkplate).
Examples with 1 copy:
- 50 Max HP → 0.002 × 50 = +10% damage
- 100 Max HP → 0.002 × 100 = +20% damage
- 190 Max HP → 0.002 × 190 = +38% damage
- 300 Max HP → 0.002 × 300 = +60% damage
This is dynamic: if your Max HP goes up or down, your damage bonus updates (roughly once per second). There is no hard cap; it just keeps scaling with your Max HP.
How it Stacks
Beefy Ring scales linearly with both:
- Number of copies $n$
- Your current Max HP $H$
Note that if your Max HP is temporarily increased through overheal, beefy ring scales with that higher value as well, making overheal-providing items a strong synergy for increasing the damage bonus.
Each copy adds:
- +10 Max HP
- +0.2% damage per 1 Max HP
Total damage bonus from all copies:
Where
- $n$ = number of Beefy Rings
- $H$ = your current Max HP
So for example:
- $n = 1$, $H = 300$ → $0.002 \cdot 1 \cdot 300 = \mathbf{+60\%}$ damage
- $n = 2$, $H = 300$ → $0.002 \cdot 2 \cdot 300 = \mathbf{+120\%}$ damage
- $n = 3$, $H = 500$ → $0.002 \cdot 3 \cdot 500 = \mathbf{+300\%}$ damage
- Number of copies $n$
- Your current Max HP $H$
Note that if your Max HP is temporarily increased through overheal, beefy ring scales with that higher value as well, making overheal-providing items a strong synergy for increasing the damage bonus.
Each copy adds:
- +10 Max HP
- +0.2% damage per 1 Max HP
Total damage bonus from all copies:
$$
\text{BonusDamage}(n, H) = 0.002 \cdot n \cdot H
$$
Where
- $n$ = number of Beefy Rings
- $H$ = your current Max HP
So for example:
- $n = 1$, $H = 300$ → $0.002 \cdot 1 \cdot 300 = \mathbf{+60\%}$ damage
- $n = 2$, $H = 300$ → $0.002 \cdot 2 \cdot 300 = \mathbf{+120\%}$ damage
- $n = 3$, $H = 500$ → $0.002 \cdot 3 \cdot 500 = \mathbf{+300\%}$ damage
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