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Where I'm at currently it takes me about 15 seconds to kill it at 10k nuke. With a decently high rare drop rate I have a 50% chance (roughly) of spawning a rare reward for LPM. I reset after each successful kill, and in doing this, I'm currently at 1.22K% LPM. It works for base battle stats much the same. because I've grinded out my percents and 2 variants a lot, the 10s of Quints I get from each round does significant boosts at the moment.
It's likely out of reach to hit the one shot point, but you can still get excellent gains from it.
6.7 e77 attack
NRD 14.3%
1.23 e4 combo per hit
I'm doing this with 10000x scavenger and 0.293s per hit for an attack speed reference
Not quite, due to enemy scaling (hp specifically) the sweet spot is 1000x nuke, which also gives the lion's share of the rewards too. If you can manage to hit 2k then the rewards do cap out, but doing 2k 5 times will be faster than 10k even when combo multipliers are considered.
Hmmm, not the experience I've had. Just tested for reference. It took me closer to 20 seconds to clear 10k kills on 1k nuke. I think it's faster at higher values (as long as your attack can beat the HP bloat) because you don't have to reset between kills. I only have to build my combo once, rather than 10 times. Are you referring to Loot rewards? I have it set to auto collect once it caps, and it does give you the full amount as long as you collect before a second kill happens.
Rare loot chance does still have an effect, but only on very rare rolls which can be somewhat mitigated by the single guaranteed one we can force on a deliberate reroll.
Oh? That's actually quite interesting, I've never had a point where aiming for 10k nuke was better. The theory why is sound though...especially if you're using Lamé for the extra growth reduction.
The terminology for this stuff is too confusingly similar...
Perhaps I farmed the normal rare drop rate before the patches introducing these most recent 2 enemies, but where I'm at a white reward has less than 0.01% chance to appear naturally.
As for the forced rare part, I mean the 2 additional reroll options above the standard with stop and start buttons. The uncommon and rare reroll buttons force at least one reward of that rarity.
I've hit a point where it just stops filling, the bar stays at 0 (although the number on the right still flashes red on kill). Raising my scavenger has no effect, but reducing it eventually starts causing it to fill again. I noticed more overall gains when reducing my scavenger to the point the loot bar starts filling, so from this I'm inferring there is an eventual hard cap on how much of these you can attain at once, even with the auto loot feature.
This makes it a little annoying because I was trying to use 4.000secs as an attack speed base to judge my most effective speed farm between the 3 types, but now there's a little voice in my head telling me I'm missing out on rewards when I do this, not to mention an actual decrease in speed2 rewards.
I myself am at the point where I am getting ~1e15 full loot bars per kill, where it seems things start to break. The reason I raised this in the first place was just to highlight that the stat was not (currently) that important after a certain point is all.
1k nuke is superior to 10k until you can two shot them both. Don't clear 1k nuke 10x, clear 1k nuke one time with 10x scavenger (or however high is readable for you). Count the hits. There are far less involved.
As for the loot discussion. I've not heard of a hard cap on it, but I'm not at e15, only e12~13 loot. But I do see mention of people getting e21 loot. So...I'm guessing something else is going on. I do know that difficulty plays a large rule in how much loot you get. That looks like...
And in relation to my numbers in the op, the dev did tease the next enemy coming. It will have NRD as a rare drop, so those numbers may or may not be attainable depending on where that reward caps at when it arrives.
23 seconds, even less efficient for me than doing 1k ten times.
EDIT: My mistake, I had a custom scav on when I did that, your method is indeed significantly faster. I suppose there's a sweet spot then. The only downside is you lose a small amount of reward multiplier this way, but not enough to make it less valuable.