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For me, the most important thing is to fill the expedition teams with the pets I use outside of expeditions. Expeditions will give them pet ranks, which increases the size of their bonuses.
Rotate expeditions from time to time. I tend to keep 4 for constant expeditions (to get new pets or levels), other 4 change target expeditions once per day or two.
Equip pets that give Card Power + Card Exp at the end of expeditions (when you get bonuses). The same goes with subclasses - use Freeloader one at the end of expeditions.
Level up Pet damage card with charges. You even can focus on getting Pet Damage (and other pet cards) to retrieve from expeditions. more card exp and power from above tip - more charge will give them, more update you have on everything. I usually tend to spend charges when they give x10+ bonus and usually you have a list of those. But in case you can select x100 potatos or x10 pet damage - the later one is a priority.
Second: do as adeyke said, there is a massive synergie between ranks and levels for pets
Third: use the planner for expedition switches but keep in mind that it doesn't take into account pet grinds, few more ranks on the cinamon station 2nd pet go a long way
For cards, ideally you want to grind at least a tiny bit of everything but some are really more important than others
By switching teams it's like 3-5 times more bonuses for card power/exp. Switching to Freeloader subclass also gives like insane amount of 180e6 card exp comparing to 68e3% from pets on sub-level 280. Not sure how much fractional token gains works and how much it gives by comparing 1h * 24 vs 12h * 2.
Personally, I don't bother with all that and just have everything on a 1-hour auto-restart to save the hassle.
Earlier token gain will benefit if you need them in small amounts. On A#25 I need to wait at least a day to get tokens for something to purchase (it's around 1500 tokens per 12h, most things cost 2000-3000).
The main benefit of shorted expeditions would be gaining outposts... but I am not really convinced on the math there.
Ok, each hour expedition add to pity faster, so the next expedition will increase chances. but it's not like you will get two times more outposts per week when compared to 12h ones. You might have a little more outpost quality with guaranteed drops, but I doubt that it will give more than twice resources.
On the other hand it's not like combining approaches will do any bad. If you have 8 expeditions - you can split them 6-2 or 4-4 to benefit from both ends. Something closer to 4-4 probably would be more optimal.
I want as many separate rolls for new mines as possible, which means 1h runs. Longer runs could only mean fewer rolls which means fewer mines and less resources found.
I'm in A42 and I had picked up an ascension perk that autobuys upgrades for the individual miners, so all 5 miners are currently at lvl 1277 power increase (4163), lvl 977 power multi (725e6%), lvl 594 mine xp (18.9e9%), lvl 437 mine special (437%), and lvl 315 boost to upgrades 1-3 (63%).
General mine upgrades are at lvl 2128 mine power (200e18%, costs 516e6 sweet potato for next lvl), lvl 2082 mine xp (80.5e18%, costs 254001 skull powder for next lvl), lvl 1054 outpost mineral (116e9%, costs 198e184584 whack for next lvl), lvl 779 reduced miner costs (/5.01e6, costs 7.83e180738 poop for next lvl), and lvl 397 outpost level (397, costs 667e38343 milk for next lvl).
This is the first that I've heard of this mechanic. I actually always kinda thought that the pity counter was just based on counting the number of individual rolls being made, so a 2.27% chance roll after a 1h run and a 27.24% chance roll after a 12h run would be be +1 to the pity counter if the roll fails. That's how I've had it in my head that it works. But this is saying... what? A 12h run might actually add something like 13 or 14 or 15 or whatever (how big is this boost suppose to be?) to the pity counter? How is it actually going to calculate it after each 12h run if the pity counter goes to 7, then? Would it just grant one pity mine and roll for a second mine on a 5h run's chance, or something?
One is the guaranteed decent outpost. This doesn't change how many outposts you get; it just means that, among the outposts you get, there will regularly be one with 3 minerals, 7 density, and 3 hardness. That one just goes up by one every time you get an outpost. It doesn't matter how long the expedition was that gave that outpost, and an expedition without outpost does nothing to it.
The other is the gradual increase of outpost drop chance. Each time you do an expedition and don't get an outpost, the chance increases by 0.01% per hour spent on that expedition. If you do get an outpost, it resets to the base chance.