Soulstone Survivors

Soulstone Survivors

Statistieken weergeven:
Uncommon materials drop rate
hi, started to play again after the update and i am a bit confused/ frustrated.
I wanted to farm some materials for weapons) alongside the new skill points and i get way less uncommon materials than rares. here some numbers: ( curse 33)

211 Tin (common) 162 Tin
2 Quartz (uncommon) 4 Quartz
46 Cobalt (rare) 59 Cobalt

172 Iron (common) 193 Iron
6 Sapphire (uncommon) 4 Sapphire
29 Titanium (rare) 35 Titanium

Do i miss something or its just broken/ unbalanced??
otherwise good game :) keep it up!
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1-15 van 17 reacties weergegeven
You also need less of them, but tbh the amount you get of them is too little for how much you need.
Well, yes you need less, but the ratio is not ok. For example:
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
If you tune your curse settings you get more nodes of the final tier you have enabled.

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).
Origineel geplaatst door Peppe:
If you tune your curse settings you get more nodes of the final tier you have enabled.

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 don't think it works this way anymore. Can you confirm? All I'm able to do is turn off the highest possible resource, not the ones below it.
Hey people,
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
- Minerals now spawn relative to the progression of a match, so the amount of minerals you are able to gather in a single cycle should be more consistent, rewarding faster playthroughs rather than longer playthroughs;
- Increased the chance of Uncommon ores spawning during a match;
Developer notes: The previous system would spawn minerals at a fixed time interval, and based on how far along you were in a match (for example, how many bosses you had killed), the game would favour spawning rarer and rarer minerals. 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. In addition to that, Uncommon Gems were rarer than intended, making crafting new weapons challenging for new players.

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.
Origineel geplaatst door Ulyaoth:
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)?
Laatst bewerkt door Hooch; 19 okt 2023 om 14:54
If he is anything like me, he is too busy running for his life.
Origineel geplaatst door Aionion:
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)?
All of them.
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.
Origineel geplaatst door Ulyaoth:
Hey people,
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
- Minerals now spawn relative to the progression of a match, so the amount of minerals you are able to gather in a single cycle should be more consistent, rewarding faster playthroughs rather than longer playthroughs;
- Increased the chance of Uncommon ores spawning during a match;
Developer notes: The previous system would spawn minerals at a fixed time interval, and based on how far along you were in a match (for example, how many bosses you had killed), the game would favour spawning rarer and rarer minerals. 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. In addition to that, Uncommon Gems were rarer than intended, making crafting new weapons challenging for new players.

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.


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.
Origineel geplaatst door Ulyaoth:
All of them.
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.
Wait, but why? Why would picking up lord souls change your kill progression? Those shouldn't be linked in a negative way like that.
Origineel geplaatst door Ulyaoth:
Origineel geplaatst door Aionion:
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)?
All of them.
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.

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.
Origineel geplaatst door mokkun.tauren:
Origineel geplaatst door Ulyaoth:
All of them.
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.
Wait, but why? Why would picking up lord souls change your kill progression? Those shouldn't be linked in a negative way like that.

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.
Laatst bewerkt door Ulyaoth; 20 okt 2023 om 12:17
Origineel geplaatst door kragaar:
Origineel geplaatst door Ulyaoth:
All of them.
The amount you gain materials, scales with kill progression.
If you dont pick up any Boss Souls till the end, you gain alot more.

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.

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
Laatst bewerkt door Ulyaoth; 20 okt 2023 om 12:17
Gave it another shot, this time with Efficient Extraction.
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
Origineel geplaatst door Ulyaoth:
Origineel geplaatst door kragaar:

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.

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


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
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Geplaatst op: 7 jun 2023 om 7:07
Aantal berichten: 17