Strong Continues on , survivesWeak Dead end , withers and dies <| sep |> I can sooooooo frikkin beat that , me Type 4 , it an M 12 , face to face 300 m , 249 pen shells loaded , guess what ? The no bastarding armour arty piece bounces it , my arse , that ' s not RNG , that ' s someone fukkin with me . <| sep |> Block was always rather easy to keep above enemy attack if you had all the coords for a zone . With 4 . 0 you are even ahead for the most part so block isn ' t an issue without further modifiers . While health became relevant again , Attack is just as important as always . During late parts of a run its common to not have enough damage oneshotting even 3 level maps . If anything , out of the 4 previous stats , Crit Chance was the weakest in terms of average damage and theres just no way to drop VMDC with the latest increase to VM helium . Staff in lategame was always Miner Eff whatever whatever whatever . While Metal drop is decent , its only relevant for the early parts of a run . The other 2 barely had any noticeable effect and nothing changed for that . I ' ve actually though about Scientist Speed on my staff . Science is a major issue during the early Magma stages for me . Player eff would be an option as well if it wouldn ' t be a shield stat . For the calcsMost let you customize the weights . Equal AtkHealth weight seems to work out just fine , maybe even slightly in favor of health .