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This run definitely felt a lot of dynamics shifting with the extra exp additions. Cut a total of 10.5 hours off my time, and definitely lost HP because of it (about 10%), but could mostly make it past.
Combat shield helped an ok amount with hourglasses, but not as much as I hoped with bull. Still overall pretty good progress.
Added in base decay, food cd and food value for the next run.
This time I've redistributed perks to 4* Base Decay, 2* combat shield, 1*both XP perks and Max health having dropped passive jobs.
A quick note on Base decay, these times are on Generation 1 when Decay hits 0.5:
2 levels adds 24 seconds to a run
3 levels adds 38 seconds to a run
4 levels adds 52 seconds to a run
I suspect there is some rounding at work here so some high levels might round in such a way to give zero effect, conversely implausibly achievable crazy high numbers might round to zero and give infinite time.
Example, we know that the rate increase by 25% per minute, but that doesn't mean if you take 25% off of the value, its 1 minute longer, you actually only needs 20% less to add an entire minute...
.5*.8=.4
.4*1.25=.5
I think we did the math a little wrong when calculating base decay adding 12 seconds. When doing a more rigorous examination, I get closer to 14 seconds...
I assume its using the same formula as the other values, so you could see it as
.5*.95^x=base decay
You can remove the .5 as a constant... can just solve for...
.95^x * 1.25^(Y/60) = 1 (this is to covert to seconds...)
If I plug into wolfram alpha, I get Y=13.792*X
That also means level 4 should be giving you about 55 seconds, and not 52... but that could definitely be due to rounding issues.
So might just be better to say base decay gives somewhere between 12 and 14 seconds per run, but fully willing to be proven wrong.
I've just been going off my gut that an exponential toward zero and an exponential to infinity interacting is going to approach some limit and took your 12 seconds as near enough to it as makes no difference.
The exponentials and their limits is why I've started questioning the long term viability of passive jobs, it's approaching a limit of 1, whereas other skills approach zero or infinity, 7 levels of max health nearly doubles health gain, but will the 7th level of passive jobs be notably better than the 6th? framing it like that though the same can be said of base decay, it's a linear reward in a system where you could be getting exponential rewards instead.
It is true that when you look at the long term, passive jobs won't be as good... if we simplify it and just say 7 levels is 7% better... then yeah, you get .07, then .14 then .21, but relative increase is already going down. health max will always double every 7. That isn't counting that at level 50 you would be gaining half (approximately) the boost you had at level 0.
Beyond that, by level 5 or 6 passive jobs I think it will very nearly auto complete jobs for you as your doing exploration and such, so it would be useless to go any further then that anyway.
For those first 5 levels though, its really strong, so no reason not to get it I feel. for the first 5 chapters that would be pretty close to working 25% faster, which is really good.
Long term... I am fully in the exp reduction camp, but everything will be useful to some extent.
So maybe in the future we will be able to get to higher levels more easily as well, and the balance between those perks could change based on the added chapters as well.
An interesting thought experiment though would be what each perk gives at level 20.
Gen exp should be about 10 generation levels, thats 62% increase to skill multiplier...
Instinct should be about 50 instinct levels, thats a 64% increase
Base decay should be around 274 extra seconds at the start of each run, thats 4.5 minutes of 'free' progress.
decay rate... Thats a hard calculation and I don't know the exact percents... but probably weaker then base decay...
food cooldown... its basically 3x faster food eating... so theoretically could support 5 minutes longer lifes... at the cost of needing 3x the food (only at the end of the life though, or at least when max hp isn't maxed)
combat shield means about 1/3rd the damage too... probably overkill at that point.
food value.... each food is worth 2.7x more. That would mean a single seal is worth 675k, or a 475k health profit... At that point max hp might be super important, or you couldn't get value out of your food.
Max health is 8x health... It starts to become difficult to refill all that health at some point.
passive jobs... about 18% of standard work done on each job all the time. Hard to measure, but don't expect to be able to food stall anywhere, I think at this point you are pretty close not ever really doing food yourself, mostly construction and exploration.
Overall I think even at level 20 its fairly balanced... I would definitely want the exp levels/passive jobs, but also understand if you only take those, combat/damage tasks will murder you.
if decay rate is reduced by 1/250 per level we should be looking at (1-(1/250))^^20
Meaning decay will increase at 1.23 ish per min instead of 1.25
Big assumption here, Taking a average run to be 40 mins
1.23^^40 is a multiplier of 4000 ish
1.25^^40 is a multiplier of 7500 ish
So health decay is nearly halved at 40 mins, feels like it's adding in the region of 3 Mins to a run on just some back of the napkin maths, but it seems to match your intuition that it's still inferior to base decay.
Also, you're really teasing me with all this talk about passive jobs. I like being able to micromanage food. Maybe next time through I'll get a few levels of passive jobs anyway. I'll have to think about it.
I would value 5 inventory slots at about 4 levels of food value, which is pretty close to 180 dna points I think, so maybe about 150 points for 5 inventory slots.