Woodshed 2000 reference
Evidence, alternatives and confidence
The shortlist rewards damage that scales through high effective ranks, density, repeated contacts and strong survival layers. It includes all-relic mechanics, a lightning basic-attack set, a defensive set and a cooldown set, rather than assuming one gear archetype wins every slot.
Alternatives considered
| Alternative | Why it is not the default recommendation |
|---|---|
| Infinite Setlist three-piece | Requires The Infinite EP in the Album slot. Losing +10 Legacy and up to three extra branches breaks this six-tree defensive plan. It is a separate build, not a free ultimate bonus on these loadouts. |
| Faultline Couture | Directional crit sectors can deny crits outside the sector. At level 2000 with already-high effective crit chance, that restriction is costly for broad wave coverage. |
| Pit Crew Regalia | Charm and disruption help normal packs but do not solve boss immunity or sustained boss damage. Useful control alternative rather than the strongest all-purpose damage ceiling. |
| Backstage / Black Box / safety-oriented sets | Positioning, quarantine or conditional mitigation can help specific threats, but their slot costs compete with the Album-driven class scaling and the chosen offense/survival effects. |
| Pure single-branch leveling builds | Easy to assemble, but at perfect gear one hard point in other branches unlocks large All Skills benefits and multiple complementary ultimates. |
What was checked
The source audit followed character progression, skill damage, incoming damage, relic eligibility and runtime effects, set behavior, Acclivity, loot rolls, venue unlocks, Woodshed configuration, follower generation and minigame rewards. A separate allocation check verified five totals of 69 class points and 1,930 Legacy points, hard-rank caps, prerequisite paths, one keystone per branch, unique listed relic effects and socket totals. The Armor breakpoint was calculated from the diminishing formula.
What remains uncertain
No automated combat simulation, live level-2000 encounter benchmark or exhaustive search over every crafted affix permutation was performed. The rank order and marginal stone/pool choices are recommendations from source mechanics, while the quoted caps, costs, point budgets and drop rules are source facts. A precise “most DPS” or “highest survival probability” answer requires standardized runs on the actual game build.
Source map
Primary evidence: the current repository code, pinned to the inspected commit.
| Ref | Topic | Files |
|---|---|---|
| S01 | Points, class tree, effective ranks and Fame | CharacterProgression.cs |
| S02 | Legacy requirements, scalar formulas, caps and replay behavior | LegacySkillTree.cs, LegacyEffectRuntime.cs, LegacySkillReplayRuntime.cs |
| S03 | Named relic stats, eligibility and active effects | RelicCatalog.cs, RelicEffectSystem.cs, RelicCloneSystem.cs |
| S04 | Guitarist abilities, beam, Cadenza and Tube | GuitaristCombatMath.cs, GuitaristCombatSystem.cs, GuitaristSkillSystem.cs |
| S05 | Drummer abilities, caps and damage processing | PlayerSkills.cs, PlayerSkillSystem.cs |
| S06 | Set item rolls, affinities and runtime restrictions | SetItemCatalog.cs, SetItemRuntime.cs |
| S07 | Remix probabilities, sockets and borrowed effects | AcclivitySystem.cs |
| S08 | Special drops, normal drops, materials and Fame | LootSystems.cs |
| S09 | Woodshed enemy/boss counts and wave behavior | WoodshedWaveConfig.cs, WoodshedWaveSystem.cs |
| S10 | Amp health and damage multipliers | AmpLevelScaling.cs |
| S11 | Poker rules, reward multipliers and payout limits | HideoutCardGame.cs, HideoutCardGameSystem.cs |
| S12 | Pinball score, jackpots, timed rewards and shards | PinballGame.cs, PinballGameSystem.cs |
| S13 | Crafting, raffle, follower item generation and salvage | WorkbenchSystem.cs, ItemDatabase.cs |
| S14 | Follower scaling, abilities and support runtime | FollowerStatCalculator.cs, FollowerSystems.cs, FollowerSystem.cs |
| S15 | Venue gates, Sir Don progression and minigame unlocks | VenueProgression.cs, StudioNpcSystem.cs |
| S16 | Equipment and combat integration | EquipmentSystem.cs, CombatResolver.cs, CdActivationSystem.cs |
Inspected main: 4d188cf1a0e1e0a712cb2f9249fd8dfddf6f0b10. Snapshot: 12 September 2026; main rechecked 13 September 2026. Follower revision: 13 September 2026.