The Lost Village

The Lost Village

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Kinsume Apr 16, 2024 @ 10:49am
Can someone explain the stats?
As the title states, the stats are really throwing me for a loop, I've tried googling for information but not much is out there. Some make sense, or tell me what they do when I hover over them, but I can't seem to figure out what cultivation speed (the +%'s at character creation) governs and what Potential is for.

Thanks
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Showing 1-14 of 14 comments
Halabaloo Apr 16, 2024 @ 11:41am 
Cultivation Speed increases the efficiency of using either the Playground or FengShui buildings.

Potential is a consumable stat can be used to increase several of a disciples stats.
- The Workbench can create tokens that spend 1 point of potential for 1 Attack (Phoenix Token), 1 Defense (Turtle Token), or 10 HP (Dragon Token). There could be more that I have not found.
- Column type buildings can be unlocked through research. I don't know for sure how the ratios are calculated.
- Column I yields Attack
- Column II yields Defense
- Column III yields HP
- Column IV yields Speed
- Column V yields Hit Rate
- Column VI yields Dodge
Halabaloo Apr 16, 2024 @ 11:44am 
I would love to know if anyone out there knows the way combat is calculated.
How do CRR and CRT effect each other? How do Hit Rate and Dodge effect each other?
Kinsume Apr 16, 2024 @ 12:05pm 
I went with Dipper - Ruthless, Lucky, Aloof, and Nimble but I'm still struggling to complete even the level 2 trial towers. Typically use a flying sword and go for the azura sword + the formation to try getting to the combo skill. Should I be doing something differently?

Wasn't aware that potential was a consumable stat, guess I haven't made it that far yet. My main guy is the one who goes to the towers so never really had to use playground to get him exp yet. Seem like I've made a pretty inefficient character for the main one lol.
Saonx Apr 16, 2024 @ 12:43pm 
Originally posted by Kinsume:
I went with Dipper - Ruthless, Lucky, Aloof, and Nimble but I'm still struggling to complete even the level 2 trial towers. Typically use a flying sword and go for the azura sword + the formation to try getting to the combo skill. Should I be doing something differently?

Wasn't aware that potential was a consumable stat, guess I haven't made it that far yet. My main guy is the one who goes to the towers so never really had to use playground to get him exp yet. Seem like I've made a pretty inefficient character for the main one lol.

remember that if you become close with a character of the opposite gender as your sect master(need skrimat building an gift them their favorite type of gift) you can set them as partners to a max of 5 then your sect master can learn a trait of said partner so you can get up to 5 orange traits that give over 20 of a stat plus a +50% to cultivation speed for your sect master
Halabaloo Apr 16, 2024 @ 12:46pm 
Are you taking in any extra people with your leader?
Kinsume Apr 16, 2024 @ 1:30pm 
I wasn't, seemed to difficult the first time I tried to get them upgraded to a relevant level. That being said, I did happen upon the game's discord and it had some nice beginner tips in there. I wasn't too far into the game, so decided to restart with some different skills and extra disciples.

Now I have my Master (Demon Body - Ruthless - Doll - Penance) + Jiu You + Li Mengqin. Ran the first tower and with all 3 of them and its a pretty nice difference.

I guess my question now is how to I choose when selecting the skills during the trial tower (vampire survivors type game mode). Typically I get all skill slots full with something that can eventually combine into a single skill. Then from there I max my Master's primary ability, then did both disciple's primary ability and ended trying to get my Master's two skills high enough to get the final skill. Final boss died before I got to it though, so I assume that is a good way to do it?
Halabaloo Apr 16, 2024 @ 1:48pm 
Wheres the link for the discord??
Fuzen Apr 16, 2024 @ 2:18pm 
Originally posted by Kinsume:
I went with Dipper - Ruthless, Lucky, Aloof, and Nimble but I'm still struggling to complete even the level 2 trial towers. Typically use a flying sword and go for the azura sword + the formation to try getting to the combo skill. Should I be doing something differently?

Wasn't aware that potential was a consumable stat, guess I haven't made it that far yet. My main guy is the one who goes to the towers so never really had to use playground to get him exp yet. Seem like I've made a pretty inefficient character for the main one lol.
All the heavy sword skills are pretty good in Trial Tower, including the default one from merely having a heavy sword equipped. It’s ideal for the early Towers that don’t last long enough to warrant using combo skills.

Otherwise, you’ll be mainly looking at combo skills, with Ultimate Tower being, I think, the best of them. (It’s Formation – Magical – Wood – Metal, so a lot of things can buff it, including the Form Eyes that give you +1 Magical Projectiles.)

Later on, two more combo skills become extremely interesting : Sword Formation and Thunder Domain.

Thunder Domain is both a Formation and a Spell, so it benefits from the buffs from both. I found however that it becomes bugged at some point with too many +Projectiles and stops dealing damage altogether.

Sword Formation has some insane Form Eyes. I’m talking +3s duration, +100% damage and +100% range. The problem is that it’s PBAoE and prevents you from seeing anything so not really ideal for Acrobat runs.

As for the initial question about stats… I really have no clue. It’s hard to test things out in this game, especially when we can’t see the stats in combat.

Regarding crit, I seem to crit 100% of the time with 642 CRT – either that or it only displays the crits. If it’s the former, I can assume that 1 CRT = 1% crit unlike a lot of Chinese games where it’s 1 for 0.1%. This would in turn mean that actual crit rate is CRT - CRR, if it’s above 100 then you get 100% rate.

Dodge doesn’t seem to work this way OR there is another factor at play. My Sacred Beast has more than 600 dodge yet can’t seem to dodge much even though most Ascension X units have no more than 450 Hitrate. Maybe it’s the effect of suppression in sect wars and enemies elsewhere have a truckload of hitrate.

DEF… I don’t know. My Beast has 2000 DEF but keeps getting crushed by the demonic bosses. Meanwhile, my sect master has 1000 and that chestpiece that gives -100% DEF/Spell DEF yet she survives without any issue. Hell, she doesn’t even take damage despite having wildly inferior stats to my Sacred Beast.
Last edited by Fuzen; Apr 16, 2024 @ 2:27pm
Kinsume Apr 16, 2024 @ 2:28pm 
I see, I've used the ultimate tower a couple of times and it is certainly effective. Bit harder to use than just having the AOE from the one I normally go for, but I'll give it a try more often. When using multiple characters is it still a good idea to go for maxing all the primary attacks, followed by trying to get ultimate tower on my Master to clear trials? Having Jiu You's extra summons really helps, haven't seen the other one's clone activate yet though but overall I'm liking the combo of the 3 of them for early on.

I've noticed that when selecting skills I'm pretty arbitrary about it. Probably because I'm still early on. Do you favor skill damage - penetration -projectile count - or area expansion when upgrading your skills? Currently, for weapons like flying blades, I usually get the +2 blades a few times until I have 6 or 8 going, try for a -20% cd once then rest into damage until its maxed. Does that sound like a right mindset?
Fuzen Apr 16, 2024 @ 3:04pm 
Given that each new upgrades costs more up to a max of 100, it’s more cost-effective to get each character their skills in turn.

In that sense, unless you’re going for a Falling Sword setup that doesn’t really require combo skills, you should keep their primary attack at 0 as to not amp up the cost of the skills required for the combo skill you’re going for.

Regarding skill selection, I usually go with what benefits my base skills the most. After all, once they become combo skills, what you chose to get there won’t matter anymore but any passive buff to their own skills will remain. That’s the theory at least.

In actuality, it doesn’t really matter since the combo skills are the bread and butter, no matter how optimized your character’s build otherwise is. (For instance, my Master can deal 700m+ damage on the demonic bosses with her summons, which is way overtuned for literally everything, but in Trial Tower, they stop mattering quite early compared to the combo skills.)

Still, if it did matter, like it does for Falling Sword builds, I’d always go for Count > Area = Cooldown > Damage, the rest is usually straight up bad since the debuffs are based off absolute values, not percentage. And damage… I usually reroll if I can.
Kinsume Apr 16, 2024 @ 3:55pm 
So from what you're saying, even if I bring 3 characters to a trial map I should get everything on my Master maxed up to the combo before leveling the other's skills at all? Or should I just get the base versions for their skills for the 2 crystal cost then max my Master?

Currently trial is the one I've experienced the most, the other auto-battler board style one where you place equipment or skill tokens to move around I don't understand either I usually just spam the revivify or w/e its called for healing until its not enough to heal. Only beat that one once or twice.

Also has a bandit group show up in my first try at the game and did the raid style battle where we constantly sent our guys towards each other in a tug-of-war style battle. Ended up winning after a while but only after a ton of upgrades.
Fuzen Apr 16, 2024 @ 4:28pm 
Either way is fine. You can get the base version of the skills on all of them for a smoother early run or go directly for the combos if you don’t want to bother with that.

Illusion Domains and Dungeons tend to be harder than Trial Towers since your characters’ abilities really matter there. Especially since the final bosses have an enrage system that makes them hit much faster when they’re at low health.

Sect Wars are in the same boat. The tutorial one you’re talking about is decently balanced so you can rely on upgrades, but later on it’s really a power contest so your Master’s abilities become the determining factor.
Kinsume Apr 16, 2024 @ 4:45pm 
I assume there are ways to determine the Master's abilities? I have found a couple random skill books on my first attempt so I taught them to him but not with any real plan in mind. I assume certain skills work better with eachother? Is it all RNG based?
Fuzen Apr 16, 2024 @ 4:59pm 
I meant abilities as in generally speaking – both their stats and martial arts.

As for synergy… You’ll usually want to use skills of the same family or element on any given character.

For instance if you make a summoner, you’ll want as many Animal summons or Evil summons or Steel summon as possible. (The latter only have one martial arts book…) In any case, you won’t want anything that isn’t a summon. On the other hand, on an elemental build, you’ll want abilities of the same element.

You can press L to open the Archive and check what skills are found in each book and their tags/elements.

The reason you want skills of the same element is that a lot of the buffs provided by the Destiny Artifacts apply to only one element, and those that apply to anything are limited in number.
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Date Posted: Apr 16, 2024 @ 10:49am
Posts: 14