Correction Room is a room in Godmode Achieved, a mod for The Binding of Isaac.
The Correction Room is a special room that can appear in any floors before Womb 2 when the game think Isaac's stats are too low compared to the current floor.
See the GuruWiki page for more details on the exact spawning condition.
If that happens, when the player enters a new floor, a portal will spawn in the starting room that leads to the Correction Room.
This room holds 4 different trades for health ups or stats related Items, preferably giving stats Isaac lacks the most.
However the player has to pay with Heart containers and Faithless Hearts, which are temporary Broken Hearts.
2 Faithless Hearts are removed every floor.
There is also an option to interact with
Call of The Void to reroll the available deals for a scaling amount of Faithless Hearts.
This room has been added to help players out of lucks with their items to get their run on the right track.
The Correction Room does not have an associated item pool.
Spawning can only occur if the player's
Stats Score is below a variable threshold.
The player's stat score is calculated throughout the run, and is an approximation of the player's "strength" in the current run. The calculation is comprised of many sub-calculations with individual caps. The maximum stat score a player can attain is 60 points, with the breakdown as follows:
•
Damage Score = (damage) / 1.5; cap at 15
•
Firerate Score = (fire rate) / (max fire rate) * 10; cap at 10
•
Luck Score = (luck) / 2.0; cap at 5
•
Range Score = (range) / (tile size (by default 52.0) / 4; cap at 4
•
Shotspeed = (shot speed) * 2.0; cap at 3
•
Speed = (move speed) / 2.0 * 5; cap at 5
•
Health = ((max red hearts) * ((current red hearts) / (max red hearts)) + (soul hearts) + (eternal hearts) + (bone hearts)) / ((player heart limit) - (broken hearts)) * 9 ; cap at 9
On top of that:
• Each tear modifier has a point value assigned to it, and each modifier the player has adds that point value to this
Stats Score. This caps at 5.
• Each transformation has a point value assigned to it, and each transformation the player has adds that point value to this
Stats Score. This caps at 4.
• A scaled version of the average item quality that the player is currently holding.This caps at 15.
Each of these stats values are added together to create the player's stat score. This value is incredibly variable depending on the type of run you are having, but attempts to combine all aspects of what make a run feel strong or weak.
The threshold that the player's
Stats Score needs to be below is equal to the following:
Treshold = (base stat score) * (help threshold) * (current floor enemy HP scale)
The
base stat score is the average stat score the player had throughout the first stage of the run, meaning based on what you initially find in the first stage your base stat score will be higher or lower than average. The
help treshold is a configurable percentage, defaulting to 80%. The
current floor enemy HP scale is the current enemy health modifier for the stage, gradually increasing as the player gets further.
Essentially, the player must remain below 80% of a scaled version of their base stat score when entering the next stage to encounter the Correction Room, thus fulfilling the purpose of the room.