Megaloot

Megaloot

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Gronk Sep 8, 2024 @ 3:43am
Floors 100-150 and scaling analysis (numbers)
By now quite a few have cracked 100 and are on their way to infinite. But is it truly infinite?
So i set to find out.
TLDR: it appears right now, that there is no true infinite, but the ceiling seems to be "high enough" (as in floors 250+ and nobody wants to spend 100 hours reaching that highest floor)

First a few basic observations:
* nothing in game allows us to infinitely stay in one battle, so the only way to still beat a floor is to have outscaled enemy growth
* we can and should switch gear and sets depending on enemy composition
* mathematically x*z = z*x, multiplier gains such as power are in themselves additive. i.e. (x+gain)*z vs x*(z+gain) are similar the closer x and z are.
* Once every slot is best in slot, the player can only grow via black market, so we need to sac the right things.
* at 150 the "reroll" cost in the shop stands at 90T. even with Excalibur it would take hundreds of floors to reroll once. therefore if we want to keep growing, we need mercenary. Simple as that.
* From around floor 120 or so, the only thing that matters is the black market stats, gear stats (apart from tags) have very very little impact.
* From around floor 110 or so, money on gear is no longer relevant due to reroll cost (reroll costs 10b, a divine excalibur costs 18)
* The best ways to flat scale health (giant ring + throngler) are outscaled from floor 60 or so
* The best way to flat scale armor is even worse as the percentages are lower on all items
* The best way to scale armor at all is glimmer * #attacks, because it will be affected by armor%. Divine Gloom + Divine Golden Warden (in relative percentages) is still not outscaled by enemy dmg growth at level 150. Also the increase seems to be so small still, that i have no fear that this will "never" be an issue (as in, other things will become an issue long before dmg does)
* glimmer armor gain gets locked after battle round 4 or 5 (seems a bit buggy) however, so scaling wise, this does not scale infinitely
* regardless of build the most dangerous enemies are: perfect slaves, saturn, death and kotya

Analysis
=> at 150 perfect slaves stand at 8.4T health and do 6*450k dmg, so a full set of 6 perfect slaves would do about 20 mil dmg without additional mitigation
=> The "best" way to flat scale dmg is to sac excalibur, which would add 122k per floor. The best way to flat scale % (or the other side of the multiplier) is 405%. From floor 150 the health of perfect slaves starts to outscale both numbers. therefore it is only a matter of time before we are beat. Between floor 130 and 150 perfect slave hp started to scale so drastically compared to black market scaling that i assume i wont make it past 200 with the sacrifices i made. (which are sub optimal as i tried everything :really: )
* The best way to scale dmg is glimmer, armor%, armored attack and #attacks.

without jade @floor 150 i have 42 attacks, which put me at ~120m armor and 140b dmg per swing = 5.8T vs 8.4T health. This stat (armor @ephemeral lock) is my primary indicator for scaling.
Btw. 140b dmg is the equivalent of 800 excalibur sacks (because armored attack uses the same multipliers as phys, except phys itself and that is far outscaled by power).
Between floor 100 and 150 this value has gone from 20m to 120m. At floor 100 perfect slaves deal around 1m dmg, lowering this value for armored attack by 5%. However With the growth I kept one-shotting slaves up until floor 135, at which point that was no longer the case. For a full floor of 6 slaves, the armor losses due to dmg increasingly impacted clear speed. Therefore there is a break point somewhere around floor 170/180 with my curent black market stats. With optimal stats this should be closer to 200.

Why without jade?
The first set is mercenary as outlined above. The second set should be swiftness, not only for safety, but it double counts for both armor gain and armored attacks.
This leaves the third set theoretically to jade. However there are enemy constellations that might force fast clear over dmg. From around floor 140, certain enemies start to become very dangerous again, due to the fact that we no longer one-shot everything.
I usually run with demon as the third set, which helps with both armor gain and clear.
So there are three sets that are competing for "best", and which one is better will depend on enemy composition.
[jade+swiftness]: this is usually the clear winner, not only in terms of safety but also in terms of dmg. I assume with this we only start to run into issues from around floor 250 or so. It does have a major weakness: as we do not have silver we cannot clear incredibly dangerous effects, such as stuns, armor shatter, etc. While we still one shot a saturn, we cannot clear two, and depending on enemy composition, we might end up with 0 armor before someone else hits us (like death or a slave)
[demon+swiftness]: My "default" set. I don't have to worry about most enemies and comps and only swap out if i see a kotya. Starts to have issues with slaves in second row from around floor 140.
[jade+demon]: This is "fine" for now (floor 150) but starts to have real issues with some comps. I have stopped even considering this past floor 120.

There is another option in theory, which would be to swap out mercenary for certain floors, but that has even more issues, as armor gain is cut by at least a factor of 20 @floor 150.

Summary: HP gain on enemies is starting to increase significantly from floor 120, to the point, that it outscales ALL gains (which here means, divine gloom, golden warden and wooden crown) as multiplier gains start to be closer to additive gains
(power increase from 100-200 is way bigger than from 1000-1100)
From here it is only a matter of time, before it outscales all floor gains up to that point.
Therefore: no infinite, but depending on sacs and such, can be really really high. :D:
Date Posted: Sep 8, 2024 @ 3:43am
Posts: 0