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Een vertaalprobleem melden
Paladin blue weapon cost: 600 iron, 600 tin, 16 emeralds, 40 Titanium, 40 Cobalt
Paladin purple weapon cost: 800 Iron, 22 Sapphire, 85 Titanium, 40 Meteorite, 40 Demonite
here another runs:
178 Iron ( sry first post was wrong, should be silver instead of iron)
29 Palladium
4 Emerald
-----------------------------
186 Tin
2 Quartz
33 Cobalt
----------------------------
189 Gold
5 Ruby
19 Mithril
So you need like 1-2 runs for the "rare" mats and 5- 10 for the "uncommon" so you will end up with far more "rare" mats that you have no use for
it doesnt make sense to me
So if you need quartz, then disable the cobalt tier and all those cobalt nodes will spawn in as quartz.
Same for gold/iron tier. If all you need is the most basic resource you can disable all the later unlocked resources by turning anything off in curse tier 1 and get 250+ of gold level resource per run (with the new resource rune, should be 150-200 without the resource rune).
I did some tests myself and droprate for "Gems" (Uncommon, Legendary) is heavy reduced compared to the others, no matter of Curse Intensity.
probably to less total requierements and "older" material behaviour patches ago.
Also, the amount of drops per node seems to be bound to run progression, like the devs stated.
The amount and spawns (which one) of nodes seems heavy RNG related
https://store.steampowered.com/news/app/2066020/view/3695806473548784469?l=english
Scorching Valley - bottom left corner, circeling around the big rock a bit north, over and over again in wide loops
No Curse
Common - 216
Uncommon - 4
Curse I
Common - 226
Uncommon - 3
Curse II
Common - 216
Uncommon - 4
Curse 47 > locked me out of rare drops and above, by unchecking 1 Curse III point
Common - 206
Uncommon - 5
Curse 47 > locked me out of epic drops and above, by unchecking 1 Curse IV point
Common - 174
Uncommon - 2
Rare - 55
Curse 47 > locked me out of legendary drops, by unchecking 1 Curse V point
Common - 213
Uncommon - 5
Rare - 0
Epic - 14
Curse 47 > unchecking 1 Curse VI point
Common - 162
Uncommon - 4
Rare - 36
Epic - 27
legendary - 0
After those, some runs with Material Harvest Rune:
Material Harvest (Legionnaire, Skill Tree, 2nd Rune) - 1 Rune Power
Prestige lvl 40 required + Minor/Major Soulstones (depending on your path choices)
Major Soulstones (Boss Drops) will be turned into random minerals, depending on map and Curse Intensity (same rule for mineral types)
No Curse
Common - 319
Uncommon - 17
Curse V + Curse VII House of Lords (Curse intensity 37)
Common - 830
Uncommon - 12
Rare - 116
Epic - 112
Legendary - 5
Without picking up any Boss Drop
Curse V + Curse VII House of Lords (Curse intensity 37)
Common - 1.7k
Uncommon - 12
Rare - 225
Epic - 125
Legendary - 5
Curse 48
Common - 926
Uncommon - 22
Rare - 90
Epic - 75
Legendary - 10
Without picking up any Boss Drop (1 Blue, 1 Yellow by accident)
Curse 48
Common - 1.5k
Uncommon - 14
Rare - 154
Epic - 225
Legendary - 3
Paladin
Arcane Scepter of Light
600 Iron ~ 1 run Caves of Dhal Zhog
600 Tin ~ 1 run Dungeon of Despair
16 Emerald ~ 1 run Caves of Dhal Zhog
40 Titanium ~ 1 run Frozen Wastelands
40 Cobalt ~ 1 run Dungeon of Despair
3 runs total
Dawnbreaker's Mace
800 Iron ~ 1 run Caves of Dhal Zhog
22 Sapphire ~ 2 runs Frozen Wastelands
85 Titanium ~ 1 run Frozen Wastelands
40 Meteorite ~ 1 run Whispering Grove
40 Demonite ~ 1 run Dungeon of Despair
4 runs total
Conclusion:
Running Curse V + Curse VII House of Lords (Curse intensity 37) with Material Harvest Rune yields alot of materials, when the Boss Soul Stones left alone until the round ends.
This should be more than enough to grind all weapons in no time.
Didnt tested it with Efficient Extraction Rune though.
Why Boss Soul Stones "left alone until the round ends"? Is this for ALL bosses through the match or just the last set of bosses (purple)?
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.
My man did the freaking math, fantastic
also, i TOTALLY abused this and have like thousands of the second highest tier of minerals directly before they implemented this change, i logged on and made 90% of the weapons when they dropped from that XD:
However, this functionality caused a problem, where the most efficient way to farm for materials would be to eliminate 4 out of 5 bosses, and keep running around, avoiding to kill the last boss, in order to farm as many high grade minerals as possible. Now, minerals spawn based on the percentage progression of a map, so if you manage to finish a level in 5 minutes, you will get the same amount of minerals as if you completed that level in 30 minutes, rewarding faster playthroughs which are way more interesting than just running around and trying NOT to kill enemies.
I saw some posts on the official discord that that was disproved. It doesn't matter if you pick up the red soulstones as soon as you kill the boss or at the end of the run, you get the same materials out of it. Dunno if it was that way in the past, but they're pretty sure it doesn't matter when you pick them up now.
If you pick them up before killing all bosses, you gain less materials, since the later bosses arent dead at this point, so lesser scaling.
Dont know, this doenst look like an accident.
Curse V + Curse VII House of Lords (Curse intensity 37)
Common - 830
Uncommon - 12
Rare - 116
Epic - 112
Legendary - 5
Without picking up any Boss Drop
Curse V + Curse VII House of Lords (Curse intensity 37)
Common - 1.7k
Uncommon - 12
Rare - 225
Epic - 125
Legendary - 5
Curse 48
Common - 926
Uncommon - 22
Rare - 90
Epic - 75
Legendary - 10
Without picking up any Boss Drop (1 Blue, 1 Yellow by accident)
Curse 48
Common - 1.5k
Uncommon - 14
Rare - 154
Epic - 225
Legendary - 3
Makes a huge impact indeed....
But it really seems like Gems (Commons/Legendarys) arent influenced that much and are more RNG.
Picking Boss Souls instantly
Common - 1.1k
Uncommon - 26
Rare - 182
Epic - 244
Legendary - 15
https://steamcommunity.com/sharedfiles/filedetails/?id=3055836546
Not picking any Boss Soul
Common - 2.5k
Uncommon - 33
Rare - 320
Epic - 298
Legendary - 3
https://steamcommunity.com/sharedfiles/filedetails/?id=3055836742
I hadn't checked it myself, but it looks like you're right, about 2x the number of common materials if you wait until the end of the match with the disclaimer that if it is heavy RNG this is just two samples. Looks like it has a heavy effect on common materials but not much on anything beyond that.
Waiting to pickup major soulstones until the end on Curse VII:
1.6K common
14 green
145 blue
196 purple
4 gold
Picking up major soulstones as soon as the bosses die on Curse VII:
824 common
17 green
119 blue
117 purple
4 gold