A Guide On Speedrunning Blessed [Tips/Tricks/Algorithms]
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A Guide On Speedrunning Blessed [Tips/Tricks/Algorithms]
Updated 5 years ago by QuantumKris

The Blessed mode for Enter The Gungeon does not change any core mechanics, bullet patterns, room spawns or boss fights in any way, however, it does change the guns that you're given periodically. Every now and then, from a few shots of the held gun to a few hundred clips of another, the gun you hold will swap to another in the pool of over 300 to experience and play around with. After hundreds of hours of shared experience from multiple people in the Speedrunning community for Gungeon, this is a guide for blessed to make your life a little bit easier.

(Past the tips and tricks section is a theory section that details over personally observed findings and weird patterns from the mode; an optional read if interested).

∞{•Normal Tips & Tricks•}∞

1] Variables that play a role in the swapping of guns include: damage cap, reload time, ammo count, 2] Weaker guns in most cases will have longer on-hand times than ones such as Boss Killers. 3] If you switch to a weak gun and still have enemies left in a room, there is a high chance that it will stay on that gun until that wave (or the rest of the enemies) is cleared for the room. Any and all variables that allow the gun to swap until clear is negligible. 4] You can force swap weapons by either taking damage or reloading as soon as possible. This mixes in the different variables for gun swaps. 5] All guns have a specific ratio of a chance for: ~ Being equipped (no matter how many times it had been before nor how long the current run has been) ~ Being swapped back to within 2-3 guns or so (I.E. Equipping Blasphemy then swapping over a few guns and coming back to it) [read below in the theory section to read more in-depth as this relates to queue loops] 6] The majority of time caps for guns during any room or boss fight tends to be around 10-15 seconds. Some guns may lend to longer times depending on their damage dealing. 7] Marine is very efficient for Blessed as using the Supply drop can be used for force swapping guns. Also, including the accuracy, reload, and charging buff that comes with him as a default. 8] Do not press the shoot button as you're reloading the next clip as it heightens the chance of a gun swap. Keep this in mind if you have a strong weapon in hand.

∞{•Theory Section --- Algorithms•}∞ // OPTIONAL

Through personal experience of my own with putting in hundreds of hours worth of play time into the blessed mode alone, I have come across consistencies and patterns that come up more often than not. So much so sometimes that I am able to, for example, predict future gun swaps, when guns will swap, etc. Even though these experiences and findings do not seem to occur for most other people, I still wanted to put some theory crafting into the guide. Data mining the game does not bring any solidity to how the mode is coded exactly, but this is more of a mental exercise than anything.

There are 4 algorithms/patterns in the blessed mode that I have come up with:

Room specifics Queue loops between 2-15 Ratio dependencies.

Ratio dependencies -- This entails the chance of one gun to be placed upon the user over another. [Ex] Rad Gun being a 28% chance to be swapped to while the Pee Shooter is 28.5-29%. This will lend into the sense that if you get the Pee Shooter, it will boost up the percentage chance of the Rad gun to be swapped to, essentially moving the queue position for that gun (more on queues later). Side note: when starting a new floor, all guns revert back to an equilibrium ratio of each other excluding any gun you're holding.

TLDR: Some guns push other guns' chances to be swapped to; patterns arise based on observations of what guns are used after another.

Queue loops: There are pool sections for guns; groups of guns put together based on several mixed variables. Think of it as a zoo. Strong guns > weak guns > boss killers, etc. Going off of this, there is obviously a set number limit to these loops -- how many swaps before it loops back to a certain gun within the chain group (if not swapped outside of the group in the first place). A quite common example of this would be using the Flare gun, swapping out a couple times, then going right back to using it again. It doesn't matter what damage you deal earlier, what caps you brought up or anything, this seems to be the more common occurring and observable of the three algorithms.

TLDR: All guns are placed in pools groups that loop around each other which leads you to use a gun you may have recently had.

Room Specific Guns: This is the most inconsistent, but I have observed it multiple times. There are certain guns that, for the lack of a better phrase, "Fit that room". You'll use that one gun more than not from other guns in some specific rooms. For example, using the Flare gun in the icy room on the fourth floor (set piece), or rad gun for the fireplace room on the first floor.

TLDR: Certain guns are way more likely in certain rooms.