Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
This topic only provides a proven guideline to what combination of damage increasing sources are able to reach the required amount of damage.
Someone that simply plays for a long time (=> leaf counter) or farms a long time in the tower (=> equip/ cursed cheese) or at the witch (=> curses) will end up getting much more out of those sources of extra damage, hence can cut out getting high level pets or uniques for example.
OP simply made some reasonable assumptions about goals that can be reached by the average player after a while.
But some players can and will choose a more one sided ways to increase their damage. Leading to the leeway needed to neglect other damage increasing sources.
Especially a longer than "normal" time in the tower (=> cursed cheese) might actually not be such a bad idea, because shortly after beating pyramid floor 100 you want to farm 8e16 gem leaves anyways.
And I'm currently doing just that, farming gem leaves for that 8e16 I found out you need to buy the seeds' first level yesterday.
My trek from level 10k to 240k which took about 2 weeks and a half had only one leaf with unsharded additional gem leaf(amethyst). All leaves had combo too.
Amethyst after all that time and including the crap ton of time I had already done prior to the climb only ended up short of 3e16.
So to get that 8e16 in a relatively reasonable time, I currently have 2 leaves with 1 shard in combo and 9 shard on the additional gem leaves. Other leaves with unsharded combo. Also +leaf scroll.
With that, I estimate the time for 8e16 to be about 12 to 16 hours. As you can see, there's plenty of room for improvement there. No idea if 1combo/9+gem is the most efficient shard distribution or not.
That is also with plenty of +tower floors since you want to do this with bosses dropping as much gem leaves as possible.
The game doesn't make any use of our combo modifiers and "enemy resource modifier" if the flat "+additional X leaves" property would result in a bigger reward.
It's one or the other, but those properties don't stack.
A sharded "additional gem leaf" property provides far more leaves than the regular combo based rewards.
Oh, get meeds first and max out your mulch shop with them.
Otherwise the mulch shop upgrades will reset your gem seeds down to zero (unless you keep a store of enough gem leaves to re-purchase them).
Btw:
The tower floor isn't THAT important for gem leaves. I believe they cap out around floor 2000 (might have been 3000 or 4000, i'm not 100% sure^^).
Quite a downer.
And meeds was the first new seed I got exactly because of the upgrade that reset seeds.
Edit: also, buying multiple level of that upgrade at once is advised as it will only reset once for that one purchase unlike it resetting it for every individual level bought
1. Fisho still isn't worth using sadly.... The bonus slap damage is additive with all other effects that boost slap damage.
2. 100/100 other tools (non-trouts) is now slightly less relevant. Still an ok way to get damage, however I don't recommend it.
3. Added equipment upgrades, which gives the same damage boost as unique leaves.
4. Damage requirement for floor 100 seems to have increased?
Obviously those crafted leaves are used to farm the Witch, aka the best source of curses.
Your first shard gives +400% bonus, and it goes down with each shard applied. So if you wanted to get the most out of all three stats, wouldn't putting 3/3/4 on each leaf be better for that because you're getting more larger bonuses?
And wouldn't it just be better in general to max out slap damage? I thought slapping dealt more damage (or it looks that way to me).
...of course, I could just be missing something.
Slap damage is always based on blowing damage.
Hence two types of damage setups make sense: a set half and half of "+blower damage" and "+blower damage %" (to maximise damage without slapping), and a set that divides 1/3 of the shards to +slap damage modifier (=> max slap damage).
The first type of set isn't as important anymore, because 2.9 introduced auto-slapping. Hence a blower damage focused set only comes in handy in case a player needs a bit more damage but doesn't want to equip a trout.
Oh, and the first shard provides the same bonus all other shards provide: +300%, not +400%. Fully sharded a property provides 31 times of it's starting value, meaning each shard adds 300%, and you obviously already start with "100 %".
In short it doesn't matter in what order properties are sharded, what matters in the total amount of properties (aka basic 100% values, those without shards) and the total amount of shards invested.
A player that is short on shards can benefit from this, by putting in 2-3 random shards (cheaper than targeted sharding) and then adding 7-8 targeted shards. This makes sense for damage leaves, because hitting 3 random shards on a leaf with 3 desirable properties (blower, blower % and +slap) is pretty easy with a bit of shard rerolling. This way a 10/10 damage leaf only takes 52 instead of 70 shards.
So they don't seem to provide the same bonus at all, and I'm not sure what you're trying to tell me.
Is it that 100% (base stat) + 400% (single shard) makes the 175% second shard increase by as much as the first 400% ? So, 100+(100*4)=500, then 500+(500*1.75)=1375?
(I'm not great at thinking out math problems, so if I'm just completely wrong please let me know. Also, I've got no idea how all the stats get applied to each other in the first place)
If you start out with lets say "+100 blower damage" and put a shard into it it will turn into "+400 blower damage", and with 10 shards in it will say "+3100 blower damage".
A bit of rounding happens behind the scenes, but the example above works pretty good.
Scaled up to a full damage set this looks a bit like this:
24 basic damage properties (8x blower damage, 8x blower damage %, and 8x slap multiplier) as a base value without any shards.
Then we add 8x 10 shards into the mix and end up with 3*10*8 = 240 additional "levels" of properties. Added together this results in 264 "levels".
This APPEARS more impressive in sets that only care about a single property, in that case the 24 would turn into a 8, and the final value of a sharded vs unsharded set would be 248 vs 8 (aka 31 times of what you started out with)
*:
"1" equals the +whatever a single property provides without shards.
"3" stand for the % gain each shard provides per upgrade.
"8" for the number of leaves in a set.
"10" because each leaf can take 10 shards.
The "24" because even unsharded each and every property is of some value.