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Still missing plenty of modifiers so might as well try to grind it out as far as I can.
I found a helmet modifier (boosted to SSS now) under DF200 that gives me XP+ 3.09% per level. That one and so many other DEF pierce stuff/etc keep it fun. Good luck! If you hear about master rank gear at any level give a shout (please).
By DF200+ with 500 corruption and SSS tier expert's monocle I was making around 28.01 EQ.
I figure at some point in the 'final' world... there would be some EQ gear (like expert's monocle) or a challenge that improves EQ by around half to start of what DF is turning out by DF800. So, there's the opportunity to grind all the way through, which is fair, or play DF up to your tolerance, whatever that is, no pressure, and then as the game keeps evolving, like we've all seen in other challenges... Whatever's earned will help get over that hump.
It helps me though to have perspective on percentiles... and that Plexus says there's 'theoretically' gear above max rank.
I'll be the first to leave my ego at the door any day and say, I've got plenty of soul coins, I've got enough materials and armor leveled, so at this point (DF249) I'm dropping off the corruption modifier until I start getting in that range of +36% EQ or other solutions happen with new challenges.
You bann me in discord so question for you ...
No limit hardcoded
Btw ... tnx for the inventory pages :D
Do you want some more ideas for future development ... Or again no but then again you take my idea result shop whit inventory pages ... :D
Since the idea of dwinling fire is hardcoded to unlimited and we have quick game why we don't have dwiling fire infinite but boss rush or 2-3 stages for starters then boss rush but next world a or s something like that people will get equipment faster but at the price of going down quick then some interesting plays whit anacronistic will came along and so on ...
Endgame idea ...
And when the new world came along dwiling fire will drop down ...
I like the idea of the shrines breaking down builds ... :
Example level 36 art. katana
https://imgur.com/a/2SHATzU
Equipment loop so I farm F world for different equipment since B it's one and the same story over and over again meaning the equipment pool early game is different than endgame 30/40 different equipment and that's it ... Example fancy hat A-tier and higher nope they are not droping and the rest like tower shield and so on ...
Banishes ... Man we have 250 + cards and 18 banishes quick game is kinda hard 30 re rolls and 18 banishes when I want to banish all weapons and defence things since I'm lunatic/zealot main I just run out quick or even better thing make it as vamp. survivors in the main menu or here in soul cards to be able to banish cards out of the pool so equipment and cards could go along some people metal transmutation others - 200 equipment deffence ( like me )
Weapon modifiers do not change weapon stats as they shoud be weapon aura is 150% dmg but when you put the card on the weapon the dmg stays the same calculation is not there ...
More things later ... See ya some other time ( Low tier noob sighning out )
https://i.imgur.com/0KwZ0GW.png
Dunno what it is though, since I have all the soul shop upgrades, and SS gear modifiers don't kick in until soul card levels nearing 100.
Curious to know if any of that helps.
You need 2 things:
1. A ring with the "Random weapon final damage" mod that matches your starting weapon, and Kunai passive talent to shred off the defense of your first kill. For example I use 2 rings that increase the final damage on Blood Syphoon, and start with Blood Syphoon at level 9 (using Trainers Gloves and Knight Pendant), the final dmg bypasses DF dmg reduction and lets me eke out the first kill.
2. Gloves and optionally rings that have "Defense Piercing per player level" epic secondary mod. This Defense Piercing kicks in once you get your first kill and level up a few times, and it bypasses the def piercing reduction that Dwindling Fire adds.
Lt, respect.
1) there's other options... never done/used that method and cracking DF600 tonight. The great thing about RG though is there's a lot of solutions to a given puzzle. Brilliant solution. Play how you do.
5) yeah, perks that give return per player level for the win.
2) I'm bad at making lists,
Include passive Kunai talent.
Combine per level and static boosts for every gear.
Prioritize the following gear stats in this order.
Everything:
+Corruption (-100 soul card level)
-Power (-a lot of soul card level)
-Attack speed? (-more soul card level than power, but attack speed seems important early game)
Rings:
+Random weapon final damage (Bypasses stage mod)
Gloves and rings:
+Defense piercing per level (Bypasses stage mod)
Gloves and pendant(helmet?):
+Random weapon level
Stats on other gear:
+Defense piercing/shredding (Bypasses stage mod)
+XP
+Anachronistic
I'll be trying these out as I gather everything I need. Hoping to see my first levels to activate all the gear and start actually killing vastly reduce in required time to what I've been doing to rush Shopkeeper to Death Scythe.
How long is it taking you guys to pass the first stage? And then what about the entire F-tier area?
My helmet rn is specifically all XP+. Two perks that give a per level bonus and one that gives a total multiplier boost. Then on bosses, if I'm doing a corruption run, I switch to expert monocle on a boss.
Shopkeeper is the most reliable for sure, but I love corrupted, rogue, and dice head rog now and then when I need a breather and they all work. Gunslinger, Summoner, and the rest have all worked in past runs as easy as shopkeeper, but SK still has that kind of easy mod rebuff on the banish cards and the rest.
Played around with kunai early on, but it's never been a main one, other than seeing that it works. Haven't used it in the last 400 DF levels.
When corruption is high those first 3 levels or so are dicey. Gotta be patient. But building health regens and such with a minimal weapon dedication helps secure everything by world I usually. I work to get Wisdom of the Forgotten in world II pretty much always since it's another one that keeps the pace reliable, but either path and starting point has worked. F tier area, if I get the leaping boots in stage 1, I'm out of F-tier in 3 total stages with the boss included.