5 archetypes tested with endgame DPS math and defensive sustainability. Each tells you which character fits, what to pick in order, and what to avoid.
Archetype: Boss melter, high risk. Characters: Violin (primary), Tambourine
Stack critChance to cap 4. The formula random() < critChance has no upper clamp, so every hit becomes a crit. Pair with critDamage cap 5 (x6 damage) and the character scaler (x9 for violin) for astronomical burst before the soft cap.
Raise to cap 4 to guarantee crit on every hit.
Cap 5 means x6 damage per crit.
+15% crit, +50% critDmg flat.
25% chance extra hit on crit.
+35% damage, -35% HP. Worth it.
80% evasion 0.5s on crit. With constant crit you become almost untouchable.
Trap to avoid: peacefulGiant. +60% HP does not save the glass cannon. Better defense is evasion (shadowStep, glissando, rosinBarrier). Violin should not absorb hits, it should not receive them.
Archetype: Sustain wall. Characters: Drum, Guitar, Piano
Stack armor (cap 15 total with character relics), damageReduction (0.5), evasion (0.5). Add 5 hard saves (lastStand, grandFinale, defiantEncore, unbreakable, extraLife). Endgame: each hit removes 5 to 15 HP from 600+. You cannot die easily.
| Layer | Value |
|---|---|
| Armor stat | 5 |
| + Battle Scar (drum) | +8 |
| + Ivory Fortress (piano) | +5 |
| + Crowd Crush (guitar) | +5 |
| Total armor cap | 15 (-15 dmg/hit) |
| DamageReduction stat | x0.5 |
| + Crowd Surf | x0.85 |
| + Sanctuary aura (piano) | x0.80 |
| Effective DR | ~73% |
5 hard saves per run. Last Stand (1 use), Grand Finale piano (1 use), Defiant Encore (1 revive), Unbreakable talent T5 drum (1 use), Extra Life pickup. Plus Death March drum at 1HP (CD 30s). 5 hidden lives.
Archetype: Heal from damage. Characters: Trumpet (primary), Drum
Your damage heals you. lifeSteal operational cap 30% times healingBoost 1.75 = 0.525 damage to heal conversion. Heal-per-frame capped at 4% maxHp (resolve-life-steal.ts:18) prevents spam-immortal, but with maxHp 500 the cap is 20 HP/frame = 1200 HP/sec ceiling. More than any endgame incoming DPS.
lifeSteal stat, damage, maxHp, vitalityGroove (trumpet), voidResonance, healingReceived, rhythmicResilience (drum), brassBarricade, staticImmunity, corruptionEmbrace
Archetype: Screen wipe per frame. Characters: Drum (shockwave), Trumpet (boomerang AoE), Microphone (echoes)
Stack parallel damage sources: primary bullet, multiHit 50% chance double, shrapnel 3 fragments at 30%, ricochet 3 bounces, chain lightning, AoE moshPit and reverbZone, neonSynthesizer on-kill (200ms CD), bassDrop 10s pulse stun, vinylFeedbackLoop every 10 kills re-procs. Game caps bullets at 300, explosions at 100.
moshPit and reverbZone overlap. 1.2 x 1.3 = 1.56x multiplicative damage on enemies in both zones. Position to keep spawns in overlap.
damage, multiHit, projectileCount, areaSize, shrapnelSolo, ricochetRiff, piercingCrescendo, moshPit, reverbZone, neonSynthesizer, bassDrop, vinylFeedbackLoop, stagePyrotechnics
Archetype: Multi-flavor. Characters: Flute (speed), Microphone (summoner), Tambourine (luck)
tempestOverdrive, perpetualGale, Eye of Storm T5. Tornado 4s (full invuln) plus 1.5s post-burst invuln plus cycloneAegis 3s 50% DR is ~72% mitigation uptime while moving.
echo-legion T5 gives 6 echoes. resonantBarrier 50% DR floor, crowdSurge spawns 2 on damage. Range scaler x9 personal plus 6 x 0.65 = x6 echo DPS parallel.
luck cap, Jackpot T5, xpGain cap 3, xpSurge, keyChange, doubleFeature, corruptedHarvest. Level 1 to 100 endgame: ~5 to 7 minutes.