(Not-so)Bite-sized Rando - All about the Magic Cape
An in-depth explanation of the Magic Cape and the nuances around cape cooldown, cape dashing, "poof state", the cape "softlock", and more.
00:00 - Intro
00:32 - Cape vs byrna
04:00 - Cape cooldown
06:01 - Drainless cape
07:20 - Cape dashing
09:02 - Poof state
11:21 - Walking poof
14:07 - Dashing poof
17:05 - Dash poof - walk poof
21:24 - Transition poof softlock
33:03 - Running out of magic
35:50 - Cape dash applications
52:00 - Magic opportunity cost
53:59 - Outro
Please also see Qirn's video on the "Santa Dash"/Capedash Overflow: https://www.youtube.com/watch?v=oBnhWheb5x0
I mentioned a lot of concepts such as "poof state" in this video, I'd like to point out that these are terms I made up for explanatory purposes based on empirical observations and not necessarily directly representative of game logic. I'm not super keen on the inner workings of the game so I hope I didn't misspeak when it comes to supertiles/etc.
Also note that the "softlock" I refer to isn't quite a true softlock as you can recover and/or keep playing the game.
Another way to judge magic usage: Since 1 bar of magic takes ~2.1 seconds to refill at the end-dungeon cutscene, and 1 bar of magic gives you 8-9 seconds of cape usage, you can calculate the cape "time save ratio" at around 1:4 or 1:5 as the break-even point. In other words, every 4-5 seconds of cape usage should save you more than 1 second of time if you want to break even (without half magic). Of course, picking up magic refills later in a dungeon changes this calculus!
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