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Woodshed 2000 reference

Legacy: the common 519-point core

Hard points only. These allocations are shared by all five builds, except the stated build 4 Wildfire adjustment.

Resonance

Harmonic Amplifier 20; Power Chord 1; Overdrive 20; Feedback Loop 20; Crescendo 20; Resonant Strike 20; Perfect Pitch 20; Solo Act 1; Amplifier Overload 1.

Crowd

Opening Act 20; Fan Frenzy 1; Mosh Pit Protocol 20; Stage Dive 1; Crowd Wave 1; Groupie Surge 1; Encore Demand 1; Festival Grounds 1; Wall of Death 20.

Elemental

Spark Plug 20; Pyrotechnics 1; Frost Monitor 20; Live Wire 20; Wildfire 1 (20 for build 4); Permafrost 20; Arc Flash 20; Metal Inferno 3; Fusion Cryogenics 3; Punk Voltage 3; Supernova 1; Elemental Encore 1.

Groove

Rhythm Section 20; Soul Riff 1; Bass Drop 1; Time Signature 20; Sustain Pedal 1; Breakdown 1; Jam Session 1; Infinite Set 1; Flow State 1.

Speed

Quick Set 20; Stage Sprint 1; Double Time 20; Adrenaline Rush 1; Hit & Run 20; Blitz 1; Flurry 1; Berserker's Tempo 1; Grand Finale 1.

Aura

Stage Presence 20; Thick Skin 20; Sound Barrier 20; Reverb Shield 1; Backstage Recovery 1; Crowd Control 1; Crew Resilience 20; Iron Curtain 1; Battle Hymn 20.

Every unlisted non-pool node receives 0. Selected keystones are Solo Act, Festival Grounds, Supernova, Infinite Set, Berserker's Tempo and Iron Curtain. Do not spend points in their mutually exclusive alternatives. Build 4 raises Wildfire from 1 to 20, so its non-pool subtotal is 538 (519 for the others).

Why these choices

Solo Act still boosts critical damage with a follower; its scaling doubles without one. Festival Grounds trades 15% single-target damage for 40% area radius and doubled conversion range. Test Headliner instead for boss-focused runs, keeping the point total unchanged.

Berserker's Tempo supplies life steal without Hyperspeed's Soul penalty. Infinite Set reduces both Groove costs and maximum Groove. Stay healthy; its low-Soul attack-speed bonus is not a reason to risk death.

Current implementation details

Album +10 applies to eligible learned multi-rank Legacy nodes, even beyond their normal cap. The three elemental masteries at 3 hard points therefore become rank 13, giving their rank-based 260% tagged elemental increases. Do not treat that as 260% more damage to every hit regardless of its tags.

Crew Resilience is an exception: follower calculations read its hard ranks, capped at 20. Jam Session has a current interaction where its effective rank makes the replay interval nonpositive; the replay runtime then skips the bonus. Its one point here is a prerequisite, and the ranking gives it no extra-cast credit. Permafrost's runtime bonus checks Freeze; an arbitrary slow alone is insufficient.

Legacy: spend the remaining 1,411 points

Add this pool table to the common core. Values are final hard ranks, not extra ranks to add. Columns correspond to builds 1–5 on the ranking page.

Pool12345
Raw Power141161161141141
Lethal Precision11111
Venue Size2525252635
Road Crew11111
Soundcheck: Fire141181101
Soundcheck: Frost31311111
Soundcheck: Lightning81110111
Tempo4141314161
Setlist11111
Amplify: Speed11111
Amplify: Agility11111
Merch Table: Armor925925925925925
Merch Table: Vitality161181161161141

Non-pool subtotal: 519 (538 for build 4) · Pool subtotal: 1,411 (1,392 for build 4) · Total: 1930

A learned eligible pool receives the Album's +10 Legacy ranks. One hard point therefore opens its first eleven effective ranks, where diminishing returns are mildest. Unlearned nodes do not gain that benefit. Armor is the deliberate exception to broad diversification: 925 hard ranks are required for the shared 90% reduction breakpoint. The remaining pools are a balanced push allocation, not a mathematically proven unique optimum — if you change a pool for testing, keep the total at 1,930 and preserve the Armor breakpoint.

Effective defenses and their limits

The 90% Legacy cap is separate from flat Defense, shields and beam protection. A Drummer's Pocket Control makes the underlying Soul and Defense pool much larger; it does not raise the 90% Legacy cap. A Guitarist has additional beam protection only after charging it, and moving while attacking remains essential.

With Dead Channel active, the beam reduction charge rate doubles; reaching 70% from zero takes about 3.5 seconds of qualifying charge. E-Bow slows channel movement by 25% on top of the normal channel movement factor. Release protection has a brief grace period and then decays. Treat each forced reposition as an uptime cost, not as permanent full mitigation.

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