Revolution Idle

Revolution Idle

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[Post-Game SPOILERS] Stats Maxing Discussion
So, I've been in the post-game for about a week and a half now, postgame being 425/425 achievements and 51/51 secrets, but there's still a ton to do to prepare for the next update. Simply put, maxing Zodiacs as much as possible, maxing various stats as much as possible, etc, etc...

I spent a lot of time getting to around 1.6 billion total card levels as well as getting Base Level 10 for all gems in SMP aside from black which is still at Base Level 9, so now I want to focus on minmaxing my minerals grid to get particular stat thresholds met, though I still do have questions for those, as well as just letting this be a general discussion thread for any post-gamers still actively grinding the game.

1. Currently trying to minmax my RfP; one Lv20 Light Blue gem with a full grid of Red gems, though I'm only at 75 Lv20 red gems right now. Got e187 RfP on my last Hermit+Death proc at around 65 reds, definitely think I can squeeze to maybe e193. How much RfP have you guys gotten, and what's a good point to realistically stop before the minmax is simply tedious?
2. All of my Zodiac Donuts in the shop are at e59 Astrodust cost apiece. I know if I AFK and autosell overnight using Hermit+Empress I can still squeeze out a few more points into each, but is there any point in getting any donut to e60+?
3. With question 2, if there is no point to farming more Astrodust, then should I stop uniting altogether? Considering that unities undo the progress that a Strength tarot can do in Attacks, and Attacks matter for gold and relics.
4. If I REALLY want to minmax stats, should I concern myself with minmaxing Magnets and Polish Points (Orange and Purple gems)? Magnets boosts Gold, VP, and PP by some amounts but I don't know if it's significant enough to warrant. Same situation for maxing PP? I'd assume I'd do those BEFORE minmaxing Gold and VP properly.
5. How quickly does the Moon zodiac's "falls off after e1000 quality" fall off actually? I have some of my Pisces getting to e1600 or e1700 at this point, and it doesn't seem to be falling off too quickly even at that point. What level should I upgrade my Pisces zodiacs before I start to upgrade others?
6. Should I concern myself with swapping element builds before I minmax each mineral grid or only after?

More full breakdown of my stats and progress in the first comment.
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Zodiacs
All Zodiac builds to Level 1001 rarity Ethereal+1000.
Red build: Sag/Ari/Sag/Leo/Ari/Leo/Leo/Ari/Leo/Ari/Ari/Ari, Quality e684
Green build: Vir/Tau/Vir/Vir/Tau/Vir/Tau/Vir/Tau/Vir/Tau/Vir, Quality e684
Light Blue build: Gemini x12, Quality e684
Blue build: Pisces x 12, Quality avg. roughly e1300

Planet Shop
(If you want/need sacrifice stats just ask)
Game Speed donut cost: 1.65e59
Luck donut cost: 1.13e59
Quality donut cost: 1.94e59
Zodiac Exp. Factor donut cost: 1.00e59

Relics/Attacks
Max Ascension: 792010
Max Attack Level: 10,924
Base Damage (without Hermit+Strength): e4.25e15
Gold (not minmaxed): ~e73,500,000

Minerals
Max VP: e52,238,455
Attack Multi Gain multi: x e2.62e11
Attack Ascension Power multi: x e393,962,520
Highest mineral level spawned: roughly 1,008
Currently spawning level: 999
PP: e95,482 and still climbing
Local Speed: x1,231,751

Refine
RfP: 4.24e187
Current RfP on Refine (no Hermit+Death): 3.81e187
Runes: both at 1e10 each
Sun Generation Rate: 2,215 s
Moon Generation Rate: 1,980 s
Node 1 multi: x4.5
Node 7 multi: x8.2
Magnet Chance multi: x12.2
Magnet multi: x20
Generation Rate for both: 232

Elements
Fire: e1,967
Earth: e1,905
Wind: e2,021
Water: e1,401

Tarot:
Swords/Wands/Pentacles/Cups generated: ~e128
Total Card Levels: 1.55e9

Any other stats you may wish to see or require to know for minmaxing math, let me know.
Oh! Also another important question: Does swapping Zodiacs out reset Attack levels too or JUST Zodiac? I have a feeling that resetting unity that way doesn't reset Attacks but I might be wrong.
I've only just hit post game and from what little testing I've done it might be best to try and figure out just how impact full each level 20 gem is, and if the scaling is multiplied by each or added.

If you wanted to do super testing then you can turn off element gen and card draw so that you are not gaining either and use the grey'd out number for what you should be getting as marks for each item.

while testing you could keep black gem gen/sell on just don't draw cards, and build up astro dust and just not use it until you're done testing.



A not quite and exact thing you can do is have 5 of each gem at level 20 and just delete them one by one, while using an excel sheet to track where you are after each gem is gone.

the tricky part would be finding out which gems impact each other the most. For example it is best to have 5 Y gems only if you have 3 or less Z gems
Right now I am still in the stage of grinding out gem levels and card draws. Once you get gem level 10 it only takes 1k spawns to get a level 20 which would make testing easier.

If you have a build that is best for gem generating then I'd love to have it
Originally posted by DarthSkippy:
Right now I am still in the stage of grinding out gem levels and card draws. Once you get gem level 10 it only takes 1k spawns to get a level 20 which would make testing easier.

If you have a build that is best for gem generating then I'd love to have it
Not opening the game right now simply because I have a different game open, but I'll tell you what I do know.

1. After you get to a point where the cooldown time for the Hermit card divided by your tarot local speed is less than the total Hermit effect duration, you can basically just create a macro which tries to use the Hermit card every half second or so, and it'll basically just be a continuous Hermit boost.

2. The AFK build I go for is simply creating a macro that every 0.5 seconds uses the cards Hermit, Chariot, Fool, The World, on loop. This is the basic necessary idea, though it's always good to add things like Devil, Hierophant, and Magician as well. Of course that requires unlocking the achievement that allows you to macro cards. You also need to configure your Special Mineral Autospawning rules to only spawn up to slightly below the reduction value of your Chariot card boosted by Hermit would reduce your SMS factor by. This way you don't overspawn, and you don't make your rune costs be exorbitant.

3. Once you unlock Bulk Special Mineral Spawning is once you can REALLY start generating lots of Special Minerals. The best way to do this is create a macro that loops every 0.01 seconds (Have to do 0.0166 or lower otherwise it'll only activate every other frame), and all it really needs to activate is Hermit and Justice on loop constantly. Chariot is PRETTY required considering if you don't, you'll end up with a SMS factor of 100k+, and you can add The World, Devil, Magician, Fool, and anything else that'll just generally benefit from getting activated several times through using Time Flux.

4. To use your bulk mineral spawning macro, you also want to set your Special Mineral Spawning rules to NOT be limited by SMS factor, but to ONLY spawn if Max Base Cost is 2 or less. Since Justice sets cost to 0, this means you'll ALWAYS and ONLY spawn when Justice is active.

5. The more Time Flux you can use, the better. Bulk Mineral Spawning works based on spawning minerals based on game speed (Not the stat, actual game speed calculations. Only affected by time flux and offline flux usage). Basically, if your game is running fast enough, it forces the game to spawn Level 20 minerals EVERY FRAME. Thing is, don't use all your Time Flux when you activate it- as it can only take 40 minutes to 80 minutes worth of spent Time Flux for your mineral grid to fill up from empty- far less if it's not empty.

6. So, you might ask "How do I use only 1 hour of Time Flux but make it run at 12+ hour speed?" Simply put if you're on PC, just click outside of the progress meter box. It'll instantly stop the current Time Flux usage. So you can spend 600 minutes, let it run for a third of a second, quickly click off, and check your mineral grid. Easy.
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Date Posted: Feb 4 @ 7:16pm
Posts: 5