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I just love it when video games let you do really stupid shit that kills you immediately. I love being like "oh this is a terrible idea" and being able to do it and then die. It's good game design.
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I'm thinking of removing durability 2 and 3 from the scale. Real rat powder turns out to be a substance that only exists for 1 frame and is used when you have the plague rats perk. The other durability 3 substance is guiding powder. Which can last multiple frames, but still gradually disappears over time. Even if you used fungal shifts to transmute common materials into guiding powder, you can just wait and it will recede away. And then Eroding rock, if exposed to air, also erodes away. So if you can expose it, it will quickly vanish. And if it wasn't exposed, whatever was shielding it from air is almost certainly a more durable material. And I'm not even sure if it does naturally exist. So we don't really need durability 2 on the scale either.
Sorry I'm late.
Here's what I currently have for the new durability scale
Here's what I have for each of the durabilities: 0: Diamond powder, Ice* 2: Eroding Rock* 3: Rat powder* 4: Sand, sandstone 5: cheese 8: coal, concrete 9: Broken brickwork 10: Soil, rock, frozen steel, dark brickwork 11: Rusted steel 12: Gold, steel, extremely dense rock 13: Strong steel 14: Brickwork, Cursed Rock 15: Sun gem* 16: Sun*
*These materials are modded because there were problems with the vanilla materials being hard to work with. The modded materials do have the same material properties as the vanilla ones though for the purpose of digging.
I hope this all looks ok? I'll start on new spell showcases shortly using this new mod. The mod was mostly made by heinermann and can be found here https://github.com/heinermann/NoitaMaterialDurabilityScale
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Sorry I'm late.
Here's what I currently have for the new durability scale
Here's what I have for each of the durabilities: 0: Diamond powder, Ice* 2: Eroding Rock* 3: Rat powder* 4: Sand, sandstone 5: cheese 8: coal, concrete 9: Broken brickwork 10: Soil, rock, frozen steel, dark brickwork 11: Rusted steel 12: Gold, steel, extremely dense rock 13: Strong steel 14: Brickwork, Cursed Rock 15: Sun gem* 16: Sun*
*These materials are modded because there were problems with the vanilla materials being hard to work with. The modded materials do have the same material properties as the vanilla ones though for the purpose of digging.
I hope this all looks ok? I'll start on new spell showcases shortly using this new mod. The mod was mostly made by heinermann and can be found here https://github.com/heinermann/NoitaMaterialDurabilityScale
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Music Note damage basic Guide/Explanation
music note spells are one of the easiest ways to do hundreds of thousands of damage per second without needing expensive spells
By themselves, music notes do no damage and have a lifetime of 2 frames BUT have innate player-safe piercing.
piercing shot (the modifier) makes the projectile apply damage to hit enemies every frame at the cost of making the projectile also damage the player AND costs 140 mana/shot.
music notes have this but with NO COSTS.
This means that if you simply add homing, damage and lifetime:
then already you have a homing projectile that does 44 damage per frame (plus the 3 from the sparkbolt I guess).
If you cant find increase lifetime then there are a few alternatives that also add lifetime as a side effect:
null shot (beta branch) - adds 280 frames of lifetime (don't know if its very usable because of its effects on damage)
true orbit (beta branch) - adds 80 frames of lifetime (difficult to use effectively because of its behavior)
phasing arc - adds 80 frames of lifetime
spiral arc - adds 50 frames of lifetime
ping pong path/orbiting arc - adds 25 frames of lifetime
for scale - increase lifetime adds 75 frames of lifetime.
So how do you make it do more damage?
ADD MORE STUFF!!
This build fires 4 homing and piercing music notes that each do 176 damage per frame
176 damage per frame is 10,560 DPS
10k DPS PER NOTE
here's the wand I'm using in those clips for anyone wondering
you can see that its basically an extreme version of the last build
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I'm guessing that it's a case of bad timing with your queue, but I had already used mass post editor to change the tags on all 3 of these posts to "flashing" instead of "photosensitivity warning". I changed them all about 10 days ago. No worries, I had them up with the wrong tags for a long time. Keep up the good work.
Energy Orb
Durability Test:
Max Durability: 10 (Dense Rock) Radius: 15 pixels Mana Cost: 30 mana Soft Material Efficiency: 7.5 pixels squared per mana Danger: Player-safe Uses: infinite Examples:


Hands-down the best explosion spell for digging. It's got a good radius, it's safe, it's got infinite uses, and it's not too expensive. It's inherently player safe, it's got a good radius, and it stuns enemies. I think it's one of the best spells for glass-cannon runs like in right example gif.
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Lost internet at home. So I'll be on haitus till atelast the end of the month. I hope to be back with a finalized durability scale by May 10th at the latest.
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Working on a new durability scale with the help of the noita discord server. Still working out how to make the durability 16 material be static instead of a physics object.
The Material Durability Scale
I figured I would make a post going over the material durability scale I'll be using to test every digging method. Some things have special interactions that aren't purely about durability, but it should work for showcasing most things.
The materials from left to right are as follows: 4: sand and sandstone 5: cheese 6: mud 8: coal, snow, and concrete 9: broken templebrick (not used ingame) 10: soil, dense rock 11: rusty steel (like in The Vault) 12: gold powder, steel (like in Power Plant), extremely dense rock 14: templebrick 14: cursed rock
I used the Noita Map Viewer's edit mode (link) to make durability scale. Cursed rock and templebrick supposedly have the same durability, but I happen to know of one spell that digs through the former but not the latter, so incase there are other examples of spells that work like that, I kept them separate. There's an argument for not including broken templebrick since it doesn't naturally exist ingame, but I figure including it future-proofs my scale a bit in case it is added in a future update.
Notable absences: flamable materials, fluids, gases, physics objects, and fragile materials as they tend to move around and generally be annoying to work with in a controlled environment. It's a shame though because Slimey meat has a durability of 3 which is not represented on the scale. But I would need to kill a slimey creature before each test to make it as meat physics objects are converted to meat powder on save-load and they all have a durability of 6. I'll make separate dedicated posts about the other notable absences.
#noita#digging#sorry for not posting for a few days#it's taking a bunch of effort to make this new scale do everything I want it to
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Shoot. The Dense Steel in the powerplant biome is durability 13. I have to update the scale. I found this out because holy bombs don't dig through dense steel but they do dig through extremely dense rock, which I thought were both durability 12. I guess I need to update the scale.
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Noita's Worst Digging April 3rd 2024
I had to cast it.

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Holy Bomb
Durability Test:
Max Durability (explosion): 12 (Rusted Steel/Extremely Dense Rock) Max Durability (crumbling): 14 (Brickwork/Cursed Rock) Radius: 180 Mana Cost: 300 Soft Material Efficiency: 104 pixels squared per mana Danger: dangerous fire and explosions Uses: 2 (infinite with unlimited spells) Example:

Probably the best spell for Bombs Materialized digging if you are immune to explosions. It easily digs through extremely dense rock
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I'm not sure how to make a proper summary. Tumblr doesn't seem to support html tables. And I don't know how to show all the necessary information concisely and without just repeating what's in the posts themselves. And then a circle/tunnel shape to represent the radius? Anyways I don't have that ready for this month. So, here's just a list of all the digging showcase posts from March with hyperlinks to them.
Bomb Spark Bolt Spark Bolt Double Trigger Sädekivi Digging Bolt Digging Blast Magic Arrow Pollen Energy Orb Hookbolt Slam Digging Magic Bolt Black/White Hole Glue ball Touch of Smoke Prickly Spore Pod Arrow Tannerkivi Bubblespark Summon Explosive Box Energy Sphere Glowing Lance Unstable Crystal Dormant Crystal Holy Lance Dropper Bolt Dynamite Magic Missile Large Magic Missile Giant Magic Missile Firebolt
Alternatively, here's my archive.
#noita#digging#I think I want to make/get some some kind of whimis-like hazard symbols#And I could do a simplified version of the durability scale that's just a 1D bar#i could turn all the information into little infographics#but on the other hand text-rich is more flexible and memory efficient
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Correction: broken templebrick (the durability 9 material used in my durability scale) does exist naturally in Temple of the Art. So the max durability line should actually say 9: (broken brickwork).
Spark Bolt Double Trigger
Max Durability: 9 (Coal/Concrete) Mana Cost: 15 mana Radius: 12 pixels Soft Material Efficiency: 9.6 pixels squared per mana Danger: Player-safe Uses: infinite Examples:


Surprisingly decent soft material digging. Shame it can't dig anything tougher than normal spark bolts can, but I guess that isn't the point of the spell. Also a shame it's so uncommon. Also, this is one of the few spells that deal explosion damage that are nevertheless still player safe without explosion immunity.
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Another update to slam digging science. The small explosion can only destroy up to durability 12 (Steel). And technically the large explosion cannot destroy a specific durability 16 item which I have been neglecting for all digging experiments thus far.
Slam Digging (Beta Only):
Max Durability: 14 (Can dig through all materials) Radius: 15 or 30 Mana cost: 5 mana every 5 frames (using the recoil spell) Danger: Player-safe. Examples:
Short version. If you hit something when moving fast enough, it's destroyed. Detailed explanation below:
Basically the game checks Mina's speed every 5 frames, and if the distance traveled between those frames is large enough, it starts playing the "speed" sound cue, and showing the speed line visual effect. After a certain length of time in this state, if Mina collides with a solid material, an explosion sound will play, and a circle of material will be destroyed, and the timer will reset. It seems that the explosion can happen multiple frames in a row (up to 5?) before the timer is reset leading to a slightly longer hole than expected and probably also explains why the sound is so damn loud. There are two hole sizes that can result purely based on the timer, more time flying means that the larger radius of 30 will be used. Less time flying results in a radius 15 hole, or no hole at all. There are two methods I have found to achieve sufficient speed:
Teleporting using teleport bolt or small teleport bolt. Nolla and long-distance cast are not necessary, although they can help reduce cast delay. I don't know if it's possible to use the more niche methods of teleportation like Return, Swapper, or Homebringer to achieve ram digging.
Recoil ramming requires atleast 80 recoil to work if fired every single frame, or atleast 100 recoil if fired every 5th frame. The cheapest option is Recoil on a digging bolt (5 mana for 200 recoil), for a more controllable flight, two Heavy Shot spells or three bloodlusts also work and are relatively cheap mana-wise. some projectiles have enough innate recoil like Ball Lightning and Lightning Bolt also work if you can afford the mana cost every 5 frames. A more complete list of all spells that interact with recoil can be found here.
It's paradoxically easiest to use Ramming to dig when moving slower (around 100 recoil, or nolla small teleport bolt), both because it's easier to aim your flight at lower speeds, and because you don't need to fly as far away to have the necessary flight time to trigger the effect. Ultimately this digging method is very niche because it's very slow and hard to aim, and there's an inherent limit on how fast you can dig with it due to the requirement of moving at sufficient speed for a certain length of time.
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Firebolt
Durability Test:
Max Durability: 10 (Dense Rock) Radius: 7 pixels Mana Cost: 50 mana Soft Material Efficiency: 0.98 pixels squared per mana Danger: Unsafe explosion damage and fire. Uses: 25 Example:
It's a pretty weak spell, and the bounciness makes it hard to use sometimes. Although the small radius does make it somewhat safer than other explosives and more usable (although still dangerous) with things like berserkium or glass canon.
#noita#digging#spell showcase#weird that the trigger version has the same exact mana cost as the non-trigger version#edited
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Giant Magic Missile
Durability test:
Max Durability: 10 (Dense Rock) Radius: 42 pixels Mana Cost: 120 mana Soft Material Efficiency: 14.7 pixels squared per mana Danger: Unsafe explosion damage and fire. Uses: 6
Example:
Very expensive big explosion. Not many uses. Not much to say about it.
#noita#digging#spell showcase#funny to see the hungry ghost eat the chest's bomb#sorry it's late again
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Large Magic Missile
Durability Test:
Max Durability: 10 (Dense Rock) Radius: 32 pixels Mana Cost: 90 mana Soft Material Efficiency: 11.4 pixels squared per mana Danger: Unsafe explosion damage and fire. Uses: 8 Example:
It's got a reasonable radius, which makes it more efficient than regular magic missiles for digging, but it's still kinda expensive, dangerous, and limited. The white "notch" into the rusted steel in the durability test image is just a foreground particle effect. It hasn't actually damaged the steel.
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Magic Missile
Durability test:
Max Durability: 10 (Dense Rock) Radius: 15 pixels Mana Cost: 70 mana Soft Material Efficiency: 3.2 pixels squared per mana Danger: Unsafe explosion damage and fire. Uses: 10
Examples:
Not a very good digging spell. It's too expensive, and the radius and number of uses is small. One niche where it can be useful is when digging at a distance is needed like the Temple of the Art puzzle shown in the right gif. But, anything cheaper on a sparkbolt trigger would be better.
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