recursal/Fanatic-Fandom huggingface dataset:
Episode 54 - Prescription: Bust a Move

Episode 54 - Prescription: Bust a Move was uploaded on May 21, 2021

## Episode Description

Content Warning: NSFW conversation at the beginning of the episode, and car crash noises/disturbing audio at approximately 27 minutes in.
Gabe requests to fall into the ocean please, Anna has their intellectual property stolen on the internet, they both took over the world without anyone noticing, and also this podcast is like Hotel for Dogs, except instead of dogs it's curses, and instead of a hotel it's a podcast!!! It's Bad!!!

## Media featured in the episode

1. Through the Flaming Hotels of California by DJ Cummberbund, submitted by DJ the usurped gay
2. Toy Food by Lemon Demon, submitted by toy duckling, like real duckling but is toy
3. St. Joseph's East Hill Shopping Center commercial: 'The worst local commercial I’ve ever seen' by Kansas City Star
4. Apple bottom jeans by Bob Dylan by Twitty the Tailor
5. Two Trucks by Lemon Demon but you're losing blood fast by XtreeDMoo, submitted by duckling
6. Slipknot - Sulfur but it's Crazy by Gnarls Barkley by vixoria drift, submitted by DJ the usurped gay
7. "Teenagers" (My Chemical Romance) Ragtime Piano Cover by jimlapbap
8. Gangsta's Paradise but it's vocoded to Caramelldansen by csng
9. Cardi B ft Megan Thee Stallion WAP / Wendy Carlos Shining Remix by Ceiling Fan, submitted by your favorite local bog crow Alex
10. Smells Like Teen Spirit but Using Google Autocomplete Results by Billy Cobb
11. Surprisingly Blessed: Old Town Road [Symphonic Rock Version] (Lil Nas X cover) by The Cog is Dead
Episode 8 - We're So So Sorry Shakira

"Episode 8 - We're So So Sorry Shakira" was uploaded on May 21, 2020

## Episode Description

Gabe explains the concept of Psychic Vampires, Anna reveals yet ANOTHER drum cult, they both engage in an endless "toad war", and Lovecraft rolls in his grave (as he should). It's Bad!!!

## Media featured in the episode

1. Pumped Up Kicks (Medieval Style) by Cornelius Link, submitted by Hannah Choy
2. "checking to see how covid-19 is affecting the psychic vampire community" by A tweet by twitter user @crulge
3. We Ran out of CD Space by Psychostick, submitted by Pidgeon
4. Squirrels by Vicious516
5. how is prangent formed by J.T. Sexkik, submitted by Aspen
6. toad sings chandelier by melancholiaah, submitted by Ariel
7. Never Gonna Hit Those Notes by Pcrusen, submitted by Hannah Choy
8. LOTR: WITN/Dragon Age - The Deep Roads - Music Video by unknown, uploaded to youtube by Zuzka S1
9. The Devil Went Down To Georgia White Trash Washing Machine Cover by Aaron Attaboy McAvoy
10. tentacles by aabeeceed
11. Sheen From Jimmy Neutron Makes an Emo Rap Song by GLICK, submitted by Anna's friend Randy
12. Yahoo Answers: Micro Penis, but its vocoded. by Ya boi Grunty, submitted by Orion
13. The Killers - Mr. Brightside But It's the Hannah Montana Theme Song by William Maranci

1This isn't the exact version played in the episode, but it is very close, the original version was from a deleted tumblr account.

## Segments featured in the episode

### So So Sorry Shakira

This episode features the inaugural installment of 'I'm so so sorry, Shakira'. In this segment, Gabe's sister Hannah gradually makes the song 'Waka Waka' by Shakira more and more cursed. This installment featured Hannah adding Fozzy Bear saying his catchphrase "waka waka" over the chorus.

### Anna's Drum Cult

This episode features multiple references to Anna's drum cult, as well as the reveal of a second, discreet drum cult!
Circle AoE

This item causes your bullet to deal damage over a small circular area, potentially affecting multiple blocks. If also reduces your *final* bullet damage by 6%. Multiple instances of the item increase the size of the circle, and stack the damage reduction additively (so two reduce your damage by 12%, etc.)

## Skill Upgrades

This item has two skills, which must be taken in order.

The first reduces the damage penalty to 3% per item.

The second reduces the size of the circle from your first **Circle AoE** item, but increases the amount that each additional item grows the AoE shape. (TODO: Find out where the break-even point is.)

## Usage Notes

The damage penalty from **Circle AoE** is applied *as the bullet is ejected*, not at the point the bullet passes thru the item like other items do. This means it doesn't matter whether the AoE item is placed before or after flat damage items like Add 1 Damage; the effect is the same either way.

## Interaction with other items

Combining Rectangle AoE with **Circle AoE** produces an elliptical AoE shape. **Circle AoE**'s shape grows faster than Rectangle AoE, but hitting additional blocks sideways can be more useful, especially since Pierce also increases the vertical penetration of your shot.

Piercing or bouncing items will cause the shot to apply its damage across the full AoE each time, effectively applying a large multiplier to your damage when firing into dense areas.
The Hosts

## Anna

Anna Godfrey (they/them) is a 23 year old art student/content creator currently involved in making several podcasts. They are moderately well known on TikTok and produce content relating to popular podcasts, Dungeons and Dragons, and various medias created by the McElroy brothers. They are a world renown earring collector and unapologetically bad dancer.

Twitter- https://twitter.com/an\_hundred

TikTok-https://www.tiktok.com/@an\_hundred

Instagram- https://www.instagram.com/an\_hundred

## Gabe

Gabriel Antolín (ze/hir) is a writer, plant dad, puppy parent, and whole ass idiot. Ze is a Chicago native, and has other nefarious podcast plans in the works.

Twitter- https://twitter.com/gabemcgaberson
Miner Gun Builder Wiki

**Welcome to the...**
**MINER GUN BUILDER WIKI**
**59 articles • 359 files • 965 edits**

**ABOUT THE WIKI**

This wiki is dedicated to the game *Miner Gun Builder*.

Download the game from Google Play Store: Miner Gun Builder

Join our Discord community: Invitation Link

**NAVIGATION**

* Achievements
* Captains
* Challenges
* Items
* Missions
* Faction Missions
* Space Ships
* Skill Tree
* Worlds
* Medals
Episode 59 - Assigned Satan At Camp

Episode 59 - Assigned Satan At Camp was uploaded on June 25, 2021.

## Episode Description

Content Warning: mention of suicide at approx. 26:10

Gabe is invulnerable on command, Anna went to space (Spanish dub), they both agree that flash mobs are probably an OSHA violation, and also ask your doctor today about Super Depression!!! It's Bad!!!
Curve

The Curve Left and Curve Right items add a curve to the projectile, meaning it will fly in a curve to the left or right after ejection. It is not random, so it will curve by the same amount each time.

Adding more of the same item will increase the amount it curves by.

## Skill Upgrades

Each of these items have a single skill upgrade, giving them a x1.3 damage multiplier. (This is weaker than the maximum possible damage from the Spread items' skills, but it's more consistent.)

Note that, since equal numbers of Curve Left and Curve Right cancel each other out and cause the projectile to go straight forward, these skills can make them a useful item in the early game, before you have enough skill points to upgrade the RNG multipliers, or when you can't afford enough of the RNG multipliers to fill your ship.

## Interaction with other items

If you use this item with Curve Right, then they will cancel each other out and the projectile will not curve at all. Similarly, if you use 2 Curve Left items and one Curve Right item, the projectile will curve as though you were only using 1 Curve Left.

The Curve items work by changing the direction that the projectile thinks of as 'forward' by a certain amount each time it moves. This affects how items like Shoot Upwards and Shoot Sideways determine what is forward, and what is sideways, so they may change the projectile's path in interesting ways.
Pierce

This item causes your bullet to "pierce thru" one or more blocks, dealing full damage as continuing on to hit another block.

## Skill Upgrades

This item has a single skill, which gives it a 30% chance on pierce to add another pierce, effectively making that pierce "free".

## Interactions with other items

If a bullet has both **Pierce** and Death Pierce effects, all the Pierces will be used first before Death Pierce effects begin to apply.

Bounce effects don't apply until both **Pierce** and Death Pierce are finished applying.

When combined with AoE items, **Pierce** allows a block to be hit multiple times by a single shot; once when pierced, and then several additional times as nearby blocks are hit and pierced as well. This can make clearing dense areas extremely easy, while lone blocks can be surprisingly tough to destroy.
Random Damage

**Random Damage** is an RNG multiplier with both a damage and a variance somewhat between 2x Damage and 10x Damage. Whenever a bullet passes thru it, one of 13 possible outcomes occurs: in 9 of them, the bullet is unchanged; in one, the bullet is deleted, and in one each the bullet receives a 2x, 3x, or 4x multiplier.

## Skill Tree Upgrades

The first upgrade changes the possible outcomes to 11: 4 of them leave the bullet alone, 2 give a 0x multiplier (deleting the bullet), 2 give a 2x multiplier, 2 give a 3x multiplier, and 1 gives a 4x multiplier.

The second upgrade causes the item to "reroll" once if it rolls a 0; it takes the outcome of the second roll even if rolls a 0 again. In return, however, all of the non-zero outcomes have their multipliers reduced by 15%.

It's recommended that you take either *both* or *neither* skills. Taking just the first skill *significantly* increases the chance of your bullets being deleted (from 1 in 13 to 2 in 11), which significantly reduces your damage in practice, but the second drops that chance to just 4 in 121 (about 3%), and the increased chance of good multipliers more than makes up for the -15% damage penalty.

## Usage Notes

As with other multipliers, place **Random Damage** *after* any flat damage bonuses like Add 1 Damage, and do not use it *within* a Damage Crossing loop.

Because each **Random Damage** has a chance of deleting your bullet entirely, using too many in your ship can significantly increase the variability of your shots. Before skills, it's recommended to not use more than 6 **Random Damage**, as beyond that the bullet deletion starts removing too much damage. After the second skills, you can use 12-15 before the penalty starts to become oppressive.

It's a minor effect, but bullet deletion actually increases the effect of a following Charge - a low-damage bullet drains more from Charge's damage pool than it gives back, but a deleted bullet doesn't drain it at all. As such, it's recommended to put a Charge after a string of **Random Damage**

As with all the RNG multipliers, it is useful to place **Random Damage** *after* any Add Projectile or Clone items, as more shots increases the chance that at least one will get a good multiplier (or at least avoid being deleted by a 0 roll).

## Math Notes

When comparing this with other RNG multipliers (X2 Damage, X10 Damage), note that average damage is a little tricky to calculate in practice.

Naively, **Random Damage** appears to be somewhat between X2 Damage and X10 Damage in average damage. In practice, it's more complicated. **Random Damage** produces significantly higher damage per bullet than X2 Damage, but the chance of losing a bullet entirely gradually tanks your damage when you have too many.

As such, before skills are taken into account, X2 Damage is generally superior to **Random Damage**. After skill upgrades, however, **Random Damage** is slightly superior, tho using too many on your ship is still not recommended.
Episode 22 - The Podcast Bone's Connected to the Cursed Bone

"Episode 22 - The Podcast Bone's Connected to the Cursed Bone" was uploaded on August 26, 2020

## Episode Description

(Warning: This episode contains several NSFW sections, so maybe don't listen to this one around your parents. Or your kids. Or your grandma? Unless she's your Cool Grandma.)

Gabe searches for some Forbidden Goofy Images, Anna will burn through your retinas if you're not careful, they both write sins not Hamilton, and also what truly counts as fast food??? It's Bad!!!
Episode 3 - Concussion Discussion

"Episode 3 - Concussion Discussion" was uploaded on ***this date***

## Episode Description

Gabe got a bump to the head, Anna cosplayed as the Phantom, they both talk about the dentist, and also no one can remember the name of the old guy from Back to the Future? It's Bad!!!

## Media featured in the Episode

1. *"*Two Trucks" by Lemon Demon
2. "Battle for Milkquarious HD" uploaded by worldpattern *(clip on show from 5:39-6:52 approximately)*
3. "Phantom of the Anaconda" by Emsiem
4. "Prom Dress ft. Lil John" by youtube user "\_\_"
5. "Sticky Buddy Dub" by Jaboody Dubs
6. "can i be in game of thrones please" by Khyan
7. "Kermit it's not a Cookie" by TheBlueraptor
8. "Smoo" by sounddesignerjeans
9. "Take On Me Like You've Never Heard It Before" by sounddesignerjeans
10. "the sound this image makes" by thesoundthisimagemakes(deactivated)
11. "Radioactive - skype - wilhelm" by Technicolor Ahamkara
12. "Enormous Penis" by Da Vinci's Notebook
13. "Pizza Party" by L'Homme Run
14. "The X-Files Theme in a Major Key" by Muted Vocal
Episode 11 - Eleven Is A Good Number, Actually

"Episode 11 - Eleven Is A Good Number, Actually" was uploaded on June 10, 2020

## Episode Description

Gabe is a Sweatpants Gay TM, Anna talks about the believability of time travel, they both discuss the finer points of Teen Literature, and also does anyone know if Taylor Swift is a furry??? It's Bad!!

## Media featured in the Episode

1. Sweet Escape from the Feel Good Box .mp3 by Sami, the Changling Curator, submitted by Sami
2. Apple bottom jeans, boots with the jeans [Full Version?] by MemeryMachinery (though made by this uploader it was inspired by: apple bottom jeans, boots with the by Xarlalt)
3. We Are Coming Undone by Isosine, submitted by Em
4. Gabe plays audio of Anna saying "pink minecraft dirt block" repeatedly
5. The Fox (What Does the Fox Say?) Metal cover by Leo Moracchioli uploaded by Frog Leap Studios1
6. Freddie Mercury Runs Around In A Hedge Maze and Gets Lost (ASMR) by GrayWalf
7. Explaining Fortnite to an ancient Roman (tumblr text post) by marcusantoniuss2
8. Bonfire (childish gambino) remix (wonder over yonder) by tyler Dobbins3
9. AI/DC: I made a bot write an AC/DC song by Kirt Connor4
10. Post Malone - Psycho ft. Ty Dolla $ign | Elmo Parody by TheDAITrickster, submitted by Ariel3
11. highschool teen romance film by ProZD
12. Bananas ROTATE by Zoey Noice, submitted by Yassey5
13. $30 Hot Tub by UnwantedCommercials, sent in by Brandy Bingham
14. Panic! At The Disco vs. KYLE ft. Lil Yachty - iSpy Sins Not Tragedies (Mashup) by Logan Mashups
15. get lucky but beats 2 and 4 are swapped [CC] by Adam Emond
16. Africa by Toto mashup with Say So by Doja Cat (could not be found on Tik Tok (original source) or YouTube)
17. Surprisingly Blessed: She's Touching His Telephone by yikesTM

1 Exact title/uploader not mentioned in episode because they thought they were playing a stolen version and didn't want to credit the wrong person. However, this appears to be the same audio by the correct uploader.

2 The original tumblr post could not be found as the original blog no longer seems to exist but this screenshot was found on Reddit

3 Only the title was mentioned in the episode, not the creator, but these links seem to be the correct audio by the original creators.

4 In the episode Anna named Funk Turkey as the uploader of this audio, but this link appears to be the actual creator.

5 Gabe was unsure of the pronunciation of the submitters name, so this spelling is just a best guess. If anyone knows the actual spelling, then this can be corrected.

## Segments featured in the episode

### Corrections

Gabe is corrected by hir friend Victoria about using the worded scalded in an earlier episode as a synonym for burned when the word actually means a burn specifically caused by a hot liquid.
Add 1 Damage

This item adds 1 damage to the bullet when it passes thru.

1 damage is not very much, so this item quickly becomes very weak without skills, unless you are playing in challenge mode. You should stop using this item once your base damage (from achievements and captain bonuses) reaches 4.

## **Skill Tree Upgrades**

1) The first skill adds +5 damage, for a total of +6. This can make it worth using if you have very low base damage and aren't using the Guide Left or Guide Right skills. It still becomes worthless if you have a Legendary flat damage booster (Tier Damage, Add 100 Damage), or if your base damage (from achievements and captain bonuses) reaches 24.

2) The second skill adds +20 damage for every **Add 1 Damage** in your ship. This means if you have a single **Add 1 Damage**, it adds +26 damage in total; if you have two, they *each* add +46; if you have three, they *each* add +66, etc. This can make 2-3 **Add 1 Damage** items worthwhile until you get access to the Legendary flat damage boosters. To maximize this skill's effect, fill all the *unused* spaces in your ship with additional **Add 1 Damage** items, to boost the damage of the ones actually in your bullet's path.
Damage Comeback

The Damage Comeback item remembers the previous bullet's damage, and if the current bullet's damage is lower, applies a 4x multiplier to the current bullet.

## Skill Tree Upgrades

This item has a single skill, which increases the multiplier to 6x.

## Usage Notes

To maximize this item's effect, you want to maximize the chance that consecutive bullets gradually decrease in damage. This is best done before any other random multipliers: use a single X10 Damage item, followed by a Charge, followed by **Damage Comeback**. The occasional critical shot will "overcharge" the Charge item's damage pool, and then all the non-critical shots (with identical *base* damage) will receive gradually decreasing charge bonuses, guaranteeing that every single one of them activates Damage Comeback until the next critical.

Note that this doesn't "turn on" until the first crit happens; if you are pushing quickly thru Worlds, where each level can last only a few seconds, it can be reasonable to instead use *two* X10 Damage items, to halve the time until first crit.

### Math Details

Damage Comeback's effect can't be properly analyzed on its own; you have to consider it as a unit with its "activator" items (the x10 and Charge), splitting the combined effect on damage across all of them.

Luckily, the Charge is easy to analyze - virtually all of its effect is applied to the non-crit bullets, which get multiplied by Damage Comeback, so the Charge item is effectively operating at full strength and can be considered separately. It's a reliable x1.2 multiplier to average damage like always.

The x10 Damage is more complex. All of its effect on damage is concentrated in its crits, which are precisely the shots that *aren't* multiplied by Damage Comeback. Effectively, the two items together form a "4% chance of x10 damage, 96% change of x4 damage" combo, for a naive average of x4.24.

Combined with the Charge's multiplier, we wind up with a 3-item total muliplier of x5.09, which splits into an effective per-item multiplier of x1.72. Knocking off a little bit for Charge technically operating at slightly less than full efficiency, we can reasonably call it a x1.7 multiplier.

While x1.7 is less than the most powerful Legendary items (like Clone or Combine 10, which each give a x2 multiplier), this is *three* items that are *each* x1.7, so collectively they're still extremely effective.

(If all three components are fully skilled up, the multipliers change to a total of x9, or x2.1 per item.)
Protonic

## Basic Damage Algorithm

The description is "Applies a stacking 50% additional energy damage over 2 seconds per hit. DOT damage stacks additively with every hit and refreshs the DOT duration."

By the word "refresh", if 2 hits on the same block in a short while, something is different.

Measured firerate is 33 in 28s, so 1.2/s. Gap between 2 fire is around 0.85.

Obviously it's not "Damage span in 2 seconds unchanged". Otherwise not those extra damage.

Obviously it's not "Damage remembered, only duration refresh". Otherwise damage will be even lower.

Assume the damage will stack and duration increased. (Spanning of 2 seconds is about twice of 0.5)

```
Let x-axis be time sec, and y-axis be dmg/s. The area would be total damage.

1 hit:
##

2 hits:
 ##
##o
Each o=23

3 hits:
  ##
 ##o
##oo
Each o=61/(1+2)=20

4 hits:
   ##
  ##o
 ##oo
##ooo
Each o=120/(1+..+3)=20

5 hits:
    ##
   ##o
  ##oo
 ##ooo
##oooo
Each o=192/(1+..+4)=19

6 hits:
     ##
    ##o
   ##oo
  ##ooo
 ##oooo
##ooooo
Each o=283/(1+..+5)=19

7 hits:
      ##
     ##o
    ##oo
   ##ooo
  ##oooo
 ##ooooo
##oooooo
Each o=394/(1+..+6)=19

```

Looks correct.

**So protonic is strong if hitting 1 block for multiple times. The extra damage is by square of time.**

## With other items

By swapping the order, (+50%dot, then +100), the output is unchanged. It's like carrying a "+50% dot-energe" along the mutation path, and convert that to damage value at output.

**It does not change the original damage, but carried a "dot damage" which behaves as said above.**

## Multiple

```
If multiple protonic together:
40/(1)=40
121/(1+2)=40
782/(1+...+6)=37

```

**If multiple protonic is used, since original damage isn't changed, it just added extra 50% for the initial value of dot damage.**

From 1->2, it's like 100% damage increase (assuming the dot damage is much larger than the original), then 2->3 is just 50% increase. So having too many of this isn't that efficient.

## With other dot damage type

**By word "DOT (all)", dot-and-energy might be real damage type. Anyway it's too hard for us to emit separate dot-energy and dot-heat damage to test whether they have separate cooldown timer.**

## Fast or slow

**By the hard-coded "2 seconds" value, fast shot is better fit for protonic.**
Challenges

**Challenges** are an aspect in the game. When you complete a **challenge** and it's tasks, you are awarded with a projectile design. There are currently 4 challenges, each of them containing 3 tasks.

In order to complete a **challenge**, you need to be in **challenge mode**. **Challenge mode** will remove all bonuses you get from achievements, alliances, the skill tree and captains.

**Challenges**
* Use ship "Pirate Blade"
* Don't use legendary items
* Use ship "Backsword"
* Only use 2 types of items
* Use ship "Fighter"
* Don't use legendary items
 Challenge of Greed
* Use ship "Family Cruiser"
* Don't use legendary items
* Earn 3456 or more money
* Use ship "Alien Seeker"
* Earn no more than 373 money
* Use ship "Prototype"
 Challenge of Honor
* Destroy only 4 blocks or less
* Use ship "Radio Seeker"
* Don't use legendary items
* Fire only a single shot
* Use ship "Practice Launcher"
* Maximum damage of exactly 55
 Challenge of Insanity
* Use ship "Explorer"
* Maximum damage of 2 or less
* Destroy atleast 2 blocks
* Use ship "Eco Seeker"
* Don't use legendary items
* Minimum = Maximum damage
* Use ship "Luxus-Class"
* Use every non-legendary item
Worlds

After finishing Mission ? (TODO: which one? 40?), you'll unlock the Worlds tab in the Explore menu. Worlds is an effectively-infinite set of basically random levels. Each World has a Tier, which is its distance from the center that you start at. Higher-Tier worlds contain tougher blocks, but also grant better rewards, and some unlocks happen when you finish worlds at a certain Tier.

Worlds has three purposes:

* Worlds are the main way to obtain Yellow Squares, used to level up Captains and trade in for Faction reputation. (See Currency Farming.)
* Several game features are gated behind reaching a particular Tier:
	+ Clearing a Tier 400 world unlocks Waves.
	+ Clearing a Tier 500, 600, or 700 world unlocks the first, second, and third tier of Legendary Items.
	+ The three Factions can be found in narrow rings at roughly Tier 700, 1000, and 1300.
* Worlds serves as the lategame "active play" progress marker. You can see how your progress compares with everyone else with the Rankings dropdown menu. (You may have to press the "Show All" button twice to have your rank properly update at first.)

## Yellow Square Worlds

Worlds that can grant YS are marked with a yellow square, and must be cleared (not just finished) to earn them, similar to the previous Missions. The amount of YS a world will grant is random, but has a maximum of 1/10th the world's tier. Clicking the world will show how much YS it's worth (in the upper right of the screen, the big yellow number).

See Currency Farming for tips on farming YS in Worlds.

## Unlocks

Each unlock is marked by a line at the Tier boundary, with small icons indicating what it will unlock. For example, at the Tier 400 boundary there is a red line marked with the Waves icon.

Factions have two lines, close together, as they exist in a narrow 10-tier band. Some worlds within that band will instead be a Faction outpost; these are marked with the Faction's icon. If you can't find one immediately, just continue searching within the band; there's never one very far.

## World Information

A lot of information about the selected World is displayed in the top-left of the screen:

* The world's Tier, and its coordinate.
* The (TODO: average? maximum?) HP of blocks in the World.
* If you've reached approximately Tier 700, the Armor HP of blocks in the world, along with what % of blocks in the level are armored, and what the highest armor rating is (and what % of the armored blocks have that maximum rating).
* If you've reached approximately Tier 1000, the Shield HP of blocks in the world, along with what % of blocks in the level are shielded, and what their shield regen rate is.
* If you've reached approximately Tier 1300, what % of blocks have void mutations.

## "Basically Random"

While the layout and design of Worlds is actually fixed (every player sees the exact same set of worlds, laid out in the same way, with the same blocks), they're not created by hand. Instead, a pseudo-random algorithm places and connects them in the Worlds Map and generates the blocks and their patterns in each World.
Money Cross

This item increases your Profit multipliers at the end of a level, adding +50% to your money multiplier and +6% to your Yellow Square multiplier. These are additive with your current bonuses; if you currently have a +200% profit multiplier from achievements, one **Money Cross** will raise it to +250% (rather than acting like a x1.5 multiplier, as most items do).

## Usage Notes

Like Damage Cross, for this to have an effect you need to use it correctly, with your bullet path *first* passing thru one of the sides marked "I", *then* curving around and entering thru the side marked "II", so it finally exits from the side marked "III".

Using multiple **Money Cross** items stacks the effect (two give +100% money, +12% YS, etc), but only if they're on the same path. That is, if you split your bullet path (such as via a 2-way Split and put a **Money Cross** on each path, you'll only get the effect of 1.

This item serves no purpose in combat; its only use is to help with money and YS farming.
Speed Up

The **Speed Up** Item adds 1 to the projectile speed of the projectile when it passes through the item. For example, if the projectile has a speed of 3 when it reaches the item, it will increase to 4.

Projectile speed determines how fast the projectile moves once it leaves the ship. So it is mostly useful for increasing your clear speed when farming currency.

Note, default projectile speed is 1, which is increased to 2.5 with achievement bonuses. Some ships have a higher projectile speed which can make them more useful for farming.

## Skill Tree Upgrades

This item has a single skill, which causes the bullet to start at a lower minimum speed (TODO: test what this is), then continuously increase in speed over time. It is fairly minimal in value.

## Interaction with other items

If you use other items that affect projectile speed, then the order matters. For example, if you have 3 speed by default, then passing through this item will increase it to 4. If you then pass through a Slow Down item, it will halve to 2. If you go through the items the other way around, though, it would halve first to 1.5, then increase by 1 to 2.5

If you have the skill for **Speed Up**, and then also use Slow Down items to reduce projectile speed to below the minimum starting speed, then the projectile will start at the minimum starting speed, and not slow down any further.

Note, it is not normal to use a combination of **Speed Up** and Slow Down.

## Usage Notes

This item is commonly used with Uranus (see Captains) when currency-farming, to increase the speed that you can complete a level.

It can be similarly useful in Waves mode, or when farming Yellow Squares in easy Worlds, for the same reason.

If you have too much projectile speed, your projectiles can sometimes clip through blocks without affecting them.
Bad!!! Special: BLOOPERS

"Bad!!! Special: BLOOPERS" was uploaded on December 16, 2020

## Episode Description

We are a serious professional show and we have never made a single mistake. This bonus episode is Not a compilation of the stupid shit we say behind the scenes. Nothing to see here. Good day.

## Additional Information

This episode featured outtakes from the previous episodes and showcase the general shenanigans that happen in the recording of a typical Bad!!! episode.
Add Projectile

The Add Projectile item adds an additional projectile. The new projectile is an exact copy of the original projectile at the point that it was added. This includes all damage and other item bonuses that the projectile had.

This item can only copy original projectiles; if a copy passes through one of these items, it adds nothing. So it you use one of these items it will give 2 projectiles in total, whereas using 2 of the items will only give 3 projectiles total, not 4.

## Skill Upgrades

This item has a single skill, which gives it a 10% chance to duplicate a copied projectile (which normally are never duplicated). For this reason, it is only worth using if you have more than one Add Projectile item, as 'original' and 'copy' status only affects future Add Projectile items.

## Interaction with other Items

Other than becoming "copies" rather than "originals", copied shots are identical to the original, including damage and all bonuses like Death Pierce/etc. so you can place them after or before other items without losing any of the bonuses.

It's better to use **Add Projectile** *before* any RNG damage items like X2 Damage, as it increases reliability; each projectile will have a chance to activate the critical bonus. Whereas if you place it after the x2 Damage item, then either both projectiles will get the crit bonus, or neither of them will.

Items that can randomly destroy projectiles (Random Damage, Random Split) should be used either *before* or *after* **Add Projectile**, not between them. Potentially losing "original" bullets will increase the variability of your shots, otherwise.

For these reasons it is normally recommended to place Add Projectile items near the start of your ship's path, to increase reliability.

Combine 10 always produces an "original" projectile, regardless of how many of its input projectiles were copies. So, not only can Combine 10 safely be used after **Add Projectile**, it's also useful to put more **Add Projectiles** *after* Combine 10, as they'll be back to their full power.

Because of how Clone works, the order of Clone and Add Projectile items doesn't affect the number of projectiles. This remains true even when skills are taken into account, though the order can slightly affect reliability.

## Math notes

Although you can't change the ship's base fire rate, Add Projectile is a good way to increase the effective fire rate that the ship shoots projectiles at.

They have diminishing utility though since they can't copy copies. So adding one Add Projectile item will double your effective fire rate, adding a second Add Projectile item will only increase it by 50%, and adding a third will only increase it by 33%. For this reason it is normal to only use 2 or 3 of this item to maximise DPS, and only use more if you need them for a specific reason.
Slow Down

The **Slow Down** Item halves projectile speed of the projectile when it passes through the item. For example, if the projectile has a speed of 4 when it reaches the item, it will halve it to 2.

Projectile speed determines how fast the projectile moves once it leaves the ship.

Note, default projectile speed is 1, which is increased to 2.5 with achievement bonuses. Some ships have a higher projectile speed which can make them need more **Slow Down** items if you want to reach a certain speed.

## Skill Tree Upgrades

The upgrade for this skill means the projectile starts at a relatively high starting speed (eg: 5?), and decreases speed during flight until it reaches the minimum speed. This can be a good way to avoid the downsides of this item.

## Interaction with other items

Using the Double Lifetime item can be helpful when using the slow down item, since slow projectiles can't travel as far before their lifetime is over.

If you use other items that affect projectile speed, then the order matters. For example, if you have 3 speed by default, then passing through a Speed Up item will increase it to 4. If you then pass through a **Slow Down** item, it will halve to 2.
If you go through the items the other way around, though, it would halve first to 1.5, then increase by 1 to 2.5

If you have the skill for **Slow Down**, and then also use Speed Up items to increase projectile speed to above the starting speed, then the projectile will start at the starting speed, and not speed up any further.

Note, it is not normal to use a combination of Speed Up and **Slow Down**.

**Slow Down** is not normally used for farming, but it can be an important item in some situations, especially when using certain Legendary Items, notably Evolved Damage and Crisscross.
Empty Slot

An empty slot does nothing, but your bullet path can pass thru it, and items can be placed in it to increase the damage of bullets passing thru it and apply other effects.

## Skill Upgrades

Surprisingly, empty slots have a single skill upgrade, which causes them to add +70 damage to bullets passing thru them. (TODO: If a bullet crosses thru twice, does it get +140?)

## Interaction with other items

The Legendary item Damage Stockpile also cares about empty slots, with its multiplier increasing the more empty slots your ship has.
Clone

The **Clone** item is a legendary version of Add Projectile. It duplicates every projectile that passes through it. Effectively, it doubles the number of projectiles that you have.

It is normal to think of it as a 'x2 Projectiles' item.

## Skill Tree Upgrades

This item has a single skill, giving it a 20% chance to clone the projectile twice. This means that each projectile that comes through it, there is a 20% chance it will be duplicated an extra time, so you will get 3 projectiles instead of 2. On average this means 10% more projectiles.

Note, if the **Clone** comes after some Add Projectile items, then it will roll that 20% chance separately for each projectile that passes through.

## **Interaction with other items**

**Clone** duplicates original and copy projectiles. Original that are duplicated will proc Add Projectile, and copies won't.

So it doesn't actually matter if you put this item at the end of a chain of Add Projectile items, or at the start, or in the middle; the end result will be the same number of projectiles (see Maths note below for a slight exception). This is because Add Projectile items after the **Clone** item will add 2 projectiles instead of 1.

TODO: How does Clone interact with Damage Cross? Do both copies get doubled?

## Math Note

If you are using the skill for +1 Projectile, then putting **Clone** at the start will increase the likelihood of the +1 Projectile skill proccing, whereas putting the **Clone** later on will mean a larger amount of projectiles if it does proc. So even though the average number of projectiles will be the same, it might be sensible to put the **Clone** at the start to slightly increase reliability.

However, by a similar argument, if you are using the skill for **Clone** then putting the **Clone** at the end will increase reliability. If you are using both skills, then the most reliable placement will depend on how many +1 Projectile items you are using.
Sparse Damage

This item multiplies the damage of bullets passing thru it by a factor between x2 and x1, gradually decreasing as more bullets hit the Ejector blocks.

## Skill Upgrades

This item has a single skill, which changes the range from 1-10 bullets to 10-50 bullets instead. That is, the first 10 bullets fired all get a x2 bonus, and the bonus then decreases until it reaches x1 at 50 bullets fired.

## Interactions with other items

Pairing this with Combine 10 is a necessity - you get 10 shots *generated* at each multiplier level, while only reducing the multiplier by 1 shot. Effectively, this transforms the range from 1-10 to 1-100! Random Split and Random Damage work similarly.

Pairs well with Ejector Damage, as you only want to be using a single Ejector anyway.

Don't pair it with Add Projectile or Clone, as they will increase the rate it loses damage. (But using them to activate a Combine 10 more rapidly can be ok, depending on the situation.) Similarly, don't use a Split, as firing multiple shots will reduce the multiplier twice.

Make sure to use a low-firerate ship.

## Usage Notes

This item is only useful if you're flying a very short level and firing very few bullets. Do not use this in Waves, as it will become worthless within the first wave or two.

It can be worthwhile if you're looking to *finish*, rather than clear, levels by carving a narrow path forward, as it can then function as an additional valuable x2 multiplier for the first few shots (especially when skilled), which might be all you need when paired with Combine 10, Pierce, a "tall" Rectangle AoE, etc.

## Math Notes

The multiplier decreases linearly from the 1st to 10th shot, so it goes down in increments of 1/9th. That is, the first multiplier is x2, or (1 + 9/9), the second is approximately x1.89 (1 + 8/9), etc until your tenth shot gets a x1 (1 + 0/9) multiplier.

The skilled version similarly decreases in increments of 1/39, with a "grace period" of the first ten shots all getting the maximum x2.
Random Split

These items function similarly to the Split items, except rather than always duplicating the bullet and sending it down the separate paths, it instead multiplies the damage of the bullet and sends it down *one* of the paths at random.

Because this effectively divides the fire rate of each path by 2, while multiplying the damage by 2 (or by 3 each for the 3-way Random Split), your average damage is unchanged, identical to the Split items.

## Skill Upgrades

Each of these have two skill upgrades.

The first increases the damage multiplier from x2 to x3 for the 2-way Random Split, or from x3 or x4 for the 3-way Random Split. This effectively turns the 2-way Random Split into a x1.5 damage multiplier, and the 3-way Random Split into a x1.33 damage multiplier.

The second gives a 5% chance to duplicate the bullet across all of the paths (*in addition to* the damage multiplier). This is effectively a "5% for x2" or "5% for x3" damage multiplier. Naively, this is equivalent to a x1.05 (for 2-way) or x1.1 (for 3-way) multiplier, but this is roughly as swingy as X10 Damage (which has a 4% chance), and should similarly be discounted somewhat, making it not worth very much overall.

Taken together, the 2-way Random Split benefits much more from skills.

## Interaction with other items

Similar to Combine 10, the combination of "less bullets" and "higher damage" means this enhances the effect of Death Pierce and Sparse Damage.

If one or more output paths aren't used, this effectively "deletes" the bullets that would go down the unused paths without changing the average damage (as if it were a "50% chance of x0, 50% change of x2" RNG multiplier); this means that a Charge is slightly more powerful after such a Random Split, similar to its increased effects after Random Damage. If all paths are used, however, then a Charge is equally effective before or after the split.
X10 Damage

10x Damage is a high-damage, high-variance RNG multiplier; 4% of the time it will multiply a bullet's damage by 10x.

## Skill Tree Upgrades

The first upgrade for 10x Damage increases the multiplier from 10x to 20x. The second one (which requires the first) increases the multiplier to 30x. The activation chance remains the same.

## Usage Notes

As with other multipliers, place 10x Damage *after* any flat damage bonuses like Add 1 Damage, and do not use it *within* a Damage Crossing loop.

While this is true of all the RNG multipliers, it is especially important for 10x Damage to be used *after* any Add Projectile or Clone items, as more shots increases the chance that at least one will activate this item.

## Math Notes

When comparing this with other RNG multipliers (X2 Damage, Random Damage), note that average damage is a little tricky to calculate in practice.

Naively, **x10 Damage** looks the best of all the RNG multipliers (especially with its skills), but this is only true when you fire a large number of bullets through a relatively small number of items. As your fire rate goes down, or the number of items goes up, more of your naive damage average comes from extremely rare shots that triggered most or all of the items, which you likely won't ever see, so the *realistic* average damage is significantly lower, and the effective multiplier that each item represents goes down.

This implies that, while 10x Damage can produce significantly higher damage spikes, for most of your shots it is significantly worse than the other, more reliable RNG multipliers. Most of the time you'll want to avoid it.
Tier Damage

This item adds flat damage to your bullet equal to 10% of your highest reached Tier in Worlds. For example, if you've finished a Tier 500 world, this item will add +50 damage to your bullet. (Note: you do not have to *clear* the world, just *finish* it.)

## Skill Upgrades

The first skills adds an additional +5% of the highest *cleared* tier. If your highest-tier finished world was also cleared, then this is effectively a +15% boost rather than +10%.

The second skill adds +2 damage for every hour you've played, up to a maximum of +400 damage for 200 hours.

## Interactions with other items

Assuming equal skills, Add 100 Damage will typically be better than **Tier Damage**. However, it's usually worthwhile to use both of them.

If you have skills for one of them but not the other, however, the skilled one's damage will be *so much* higher that it will generally be better to replace the unskilled one with a multiplier instead.
Bounce

The three items Return Bounce, Random Bounce, and Ricochet are all "bounce" items: when a bullet hits a block, it deals full damage to the block, then bounces off in a direction, capable of hitting another block. Multiple of a given item increases the number of bounces the projectile makes before it's finally stopped.

The three items differ only in how they bounce: Return Bounce returns the bullet in the exact direction it came from, Ricochet does a realistic bounce, reflecting off the surface of the block, and Random Bounce bounces in a random direction.

(TODO: If you have multiple types of bounce, what order are they applied in?)

## Skill Upgrades

All three items have the same first two skill upgrades, while Random Bounce and Return Bounce have third skills.

For each of them, the first skill upgrade increases the bullet's damage by 17% each time it bounces. The second gives each item a 25% chance of adding *two* bounces to the bullet, rather than just 1.

Random Bounce's third skill additionally adds a random *curve* to the bullet after each bounce.

Return Bounce's third skill allows the bullets to bounce off the ship as well. Since they return back the way they were shot, as long as the ship is sitting still they can repeatedly bounce between the ship and blocks, especially if they were fired straight forward.

## Interactions with other items

If the bullet has Pierce or Death Pierce effects, those are triggered first before any bounces. This is *good* for Pierce, as it means the bullet will likely now be stuck between two blocks and rapidly bounce between them (rather than immediately returning toward the ship); it's *bad* for Death Pierce, as it means by the time the bullet starts bouncing it's extremely weak and the bounces won't do much.

The first skill of Combine 10 causes the combined shot to have 1 more of each bounce effect than the input shots did, meaning you should put **Bounce** items *before* a Combine 10.
Episode 15 - When You Give A Dog A Sword

"Episode 15 - When You Give A Dog A Sword" was uploaded on July 9, 2020

## Episode Description

Gabe mistakenly starts a Looney Toons fanfic, Anna Vibes to some Vocaloid, they both discuss Jingle Science, and also you have an important choice to make, will you choose pirate, pilot, or frog??? It's Bad!!!

## Media featured in the Episode

1. The Hamilton Polka by Weird Al Yankovic Uploaded by Hamilton on Youtube
2. my youtube comments try to sing "the distortionist" and it goes horribly wrong by StardustLegend
3. Rap God with BanjoKazooie Music by William Maranci, submitted by Atlas
4. Mr. Brightside but using google autocomplete results by Billy Cobb
5. NUMA NUMA (Dragostea Din Tei) - Rock Ver. by Tsuko G.
6. The Cooties - My Calling (Live In Studio) by Funny Or Die, submitted by Anna's friend Crow
7. Avicii & Rick Astley - Never Gonna Wake You Up (Music Video) by Cassio Fernandes
8. Batman's Greatest Boner by ProZD, submitted by Nicolas the Wretched Fool
9. Nicki Minaj & The Wiggles Eat Fruit Salad (Nicki Minaj x The Wiggles) by Teo Domani, submitted by Robin the Rotten
10. Elmer Fudd sings "Call Me Maybe" by InsomniacVA, submitted by Ariel
11. OFFICIAL: CHILDISH GAMBINO//GEORGE MICHAEL - Careless Gambino by n04h, submitted by Malorie, High Ambassador of the Court of the Living Sun
12. Apple Bottom Jeans of The Mountain King [MASHUP] by Lizzo McGuire, submitted by Hannah the Traveller
13. Childish Flamingolovania by Opgekonkerd, submitted by Ariel, God of Weird Food Allergies
14. Bad Romance (Medieval Style Cover) by Hildegard von Blingin', submitted by Book Marvel, the Actual Tree Spirit

## Segments featured in the episode

### The Bonfire War

This episode featured two different additions to the ongoing Bonfire war:

1. OFFICIAL: CHILDISH GAMBINO//GEORGE MICHAEL - Careless Gambino: A mashup between George Michael's Careless Whisper and a non-Bonfire song by Childish Gambino, but Gabe said it counts and at the end of the day, we all just do whatever ze says.
2. Childish Flamingolovania: A mashup of Bonfire, Megalovania (from the Undertale soundtrack) and Flamingo by Kero Kero Bonito.
Damage Cross

Damage Loop records the damage of a shot when it first passes through the item (entering from either of the 1 arrows), then adds that damage back to the shot when it passes through a second time (entering from the 2 arrow). If the shot's damage didn't change during the "loop", this has the effect of doubling the shot's damage. It also allows a shot to pass through a single square in both directions, which otherwise can only be done by leaving the square empty (or using Money Cross), which can help with making an efficient path in some ships.

Care should be taken to only add damage either *before* or *after* the loop, if at all possible, since damage added *during* the loop isn't doubled. Non-damaging effects, such as AoE items or Pierce, are fine to use inside the loop.

## Interactions With Other Items

Projectiles duplicated by Clone and Add Projectile within the loop all receive the recorded damage from their original; in other words, duplicating before, within, or after the loop makes no difference.

Projectiles created by Combine 10 within the loop count as a new projectile, and don't receive the recorded damage from any of their inputs. In other words, always put Combine 10 either before or after the loop, never within the loop.