The Spell Brigade

The Spell Brigade

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Sokolov Dec 6, 2024 @ 12:32pm
Experience Power Ups in multiplayer?
Do they apply to entire team? or split up? How does it work?
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Showing 1-15 of 17 comments
FatBud Dec 8, 2024 @ 10:57am 
They are always personal.
it boosts experience from orbs by the amount of +exp bonus you have.
Ideally, 1 person with the top bonus exp should be picking all experience, but that's possible only in coordinated groups.
Buntkreuz Dec 8, 2024 @ 3:13pm 
It doesnt make much of a difference anyway.
Plus Experience buffs are lowest tier of all upgrades.
They arent important enough in standard runs as their potential only comes to fruition for longer sessions but in endless while they have higher potential in the long run, it doesnt matter much either because at lvl 74 you will run into a leveling brick wall where you need like 5 minutes per level up and whether you now have +30% more XP or not, doesnt make much of a difference.
Scr(A)tch Dec 8, 2024 @ 6:36pm 
Originally posted by Buntkreuz:
It doesnt make much of a difference anyway.
Plus Experience buffs are lowest tier of all upgrades.
They arent important enough in standard runs as their potential only comes to fruition for longer sessions but in endless while they have higher potential in the long run, it doesnt matter much either because at lvl 74 you will run into a leveling brick wall where you need like 5 minutes per level up and whether you now have +30% more XP or not, doesnt make much of a difference.

Mmm no you can level faster than that after level 74. Anyway, it is fine to get some XP buff early: it's neutral as soon as you get one level ahead and good with two levels ahead. You first need to clean the screen fast enough though or some extra damage would have been better.
Buntkreuz Dec 9, 2024 @ 1:48am 
Originally posted by Scr(A)tch:
Originally posted by Buntkreuz:
It doesnt make much of a difference anyway.
Plus Experience buffs are lowest tier of all upgrades.
They arent important enough in standard runs as their potential only comes to fruition for longer sessions but in endless while they have higher potential in the long run, it doesnt matter much either because at lvl 74 you will run into a leveling brick wall where you need like 5 minutes per level up and whether you now have +30% more XP or not, doesnt make much of a difference.

Mmm no you can level faster than that after level 74. Anyway, it is fine to get some XP buff early: it's neutral as soon as you get one level ahead and good with two levels ahead. You first need to clean the screen fast enough though or some extra damage would have been better.
Just to be clear, i havent stopped the time.
But you get significantly less levels once you hit a threshold after lvl 70.
Its basically the equivalent of World of Warcrafts Lvl 30-lvl40 gap where you got like 2-3 levels in a few hours of playing and suddenly after lvl30 you play an entire day to fill the bar only by 70%.
Its the same here and XP Boosts waste a level to only barely improve your progress.
At the time it could matter, it doesnt matter anymore, because one or more levels wont make much of a difference.
You dont magically kill the creeps in loop 4 because you got those 3 additional levels from an XP boost.
Theres also a time threshold as to when it is objectively a bad pick.
You get a legendary XP boost at level 4? Sure go for it, it pays off in the long run.
You get the boost at level 30? Forget it, not worth it, rather pick evasion or even attraction range, which is already not that good but still better.

I personally found XP gain to be the worst upgrade next to attraction range. Attraction range however can be usefull for certain ranged builds.
But whether you now get a few levels more due to the boost or not, doesnt matter a lot in the overall scaling.

Especially and thats why i posted this, it matters so less that i wouldnt bother making a cooperative deal of "only you pick up the XP".
Its not worth the work. Simple as that. If you feel its worth to level a tiny bit faster, go for it.
But dont make it a big deal in coop because it just doesnt matter at all.
Last edited by Buntkreuz; Dec 9, 2024 @ 1:59am
Scr(A)tch Dec 9, 2024 @ 10:52am 
Originally posted by Buntkreuz:
Originally posted by Scr(A)tch:

Mmm no you can level faster than that after level 74. Anyway, it is fine to get some XP buff early: it's neutral as soon as you get one level ahead and good with two levels ahead. You first need to clean the screen fast enough though or some extra damage would have been better.
Just to be clear, i havent stopped the time.
But you get significantly less levels once you hit a threshold after lvl 70.
Its basically the equivalent of World of Warcrafts Lvl 30-lvl40 gap where you got like 2-3 levels in a few hours of playing and suddenly after lvl30 you play an entire day to fill the bar only by 70%.
Its the same here and XP Boosts waste a level to only barely improve your progress.
At the time it could matter, it doesnt matter anymore, because one or more levels wont make much of a difference.
You dont magically kill the creeps in loop 4 because you got those 3 additional levels from an XP boost.
Theres also a time threshold as to when it is objectively a bad pick.
You get a legendary XP boost at level 4? Sure go for it, it pays off in the long run.
You get the boost at level 30? Forget it, not worth it, rather pick evasion or even attraction range, which is already not that good but still better.

I personally found XP gain to be the worst upgrade next to attraction range. Attraction range however can be usefull for certain ranged builds.
But whether you now get a few levels more due to the boost or not, doesnt matter a lot in the overall scaling.

Especially and thats why i posted this, it matters so less that i wouldnt bother making a cooperative deal of "only you pick up the XP".
Its not worth the work. Simple as that. If you feel its worth to level a tiny bit faster, go for it.
But dont make it a big deal in coop because it just doesnt matter at all.

Of course each level is longer than the previous one and it makes an exponential-like curve, there is no doubt about this.

Still, if you have 3 extra levels by wave 4, you could have picked attraction range, and two other random levels, which could be very useful legendary upgrades.

This is always better than attraction range, and nothing else.

Now there is a point when you don't want to pick XP boost, we can agree about that. Where it is is a difficult question but probably higher than 30 in endless (given the current state of endless, it is moot anyway since you can reach a point where you're unkillable and you eventually quit out of boredom/hunger/sleepiness).

Indeed rarity matters, you want those +21% but if you have XP among 3 commons or 3 rares, it is not the same deal, etc.

Also dodge is very good in endless, you want to max it out.
Buntkreuz Dec 9, 2024 @ 11:46am 
Originally posted by Scr(A)tch:
Originally posted by Buntkreuz:
Just to be clear, i havent stopped the time.
But you get significantly less levels once you hit a threshold after lvl 70.
Its basically the equivalent of World of Warcrafts Lvl 30-lvl40 gap where you got like 2-3 levels in a few hours of playing and suddenly after lvl30 you play an entire day to fill the bar only by 70%.
Its the same here and XP Boosts waste a level to only barely improve your progress.
At the time it could matter, it doesnt matter anymore, because one or more levels wont make much of a difference.
You dont magically kill the creeps in loop 4 because you got those 3 additional levels from an XP boost.
Theres also a time threshold as to when it is objectively a bad pick.
You get a legendary XP boost at level 4? Sure go for it, it pays off in the long run.
You get the boost at level 30? Forget it, not worth it, rather pick evasion or even attraction range, which is already not that good but still better.

I personally found XP gain to be the worst upgrade next to attraction range. Attraction range however can be usefull for certain ranged builds.
But whether you now get a few levels more due to the boost or not, doesnt matter a lot in the overall scaling.

Especially and thats why i posted this, it matters so less that i wouldnt bother making a cooperative deal of "only you pick up the XP".
Its not worth the work. Simple as that. If you feel its worth to level a tiny bit faster, go for it.
But dont make it a big deal in coop because it just doesnt matter at all.

Of course each level is longer than the previous one and it makes an exponential-like curve, there is no doubt about this.

Still, if you have 3 extra levels by wave 4, you could have picked attraction range, and two other random levels, which could be very useful legendary upgrades.

This is always better than attraction range, and nothing else.

Now there is a point when you don't want to pick XP boost, we can agree about that. Where it is is a difficult question but probably higher than 30 in endless (given the current state of endless, it is moot anyway since you can reach a point where you're unkillable and you eventually quit out of boredom/hunger/sleepiness).

Indeed rarity matters, you want those +21% but if you have XP among 3 commons or 3 rares, it is not the same deal, etc.

Also dodge is very good in endless, you want to max it out.
My point is, that you waste a level picking it up on top of it not being really important and that making a fuss about which of the players picks up the XP orbs simply is overthinking it.

As you say, each level takes longer.
Getting a handful of levels wont make any difference.
The game is not that "on the edge" in terms of your progress, that it really matters and more often than not, an actual upgrade is more important.
Im not saying you should dismiss it entirely, but in most choices its the worst choice.
If you get anything rare and a white +XP you should never get +XP, as its by itself not as valuable as any other upgrade.
But even a legendary +Xp isnt as valuable as an Epic +Size or Epic +dmg.

Regarding your last paragraph, thats exactly my point.

All in all, you wont fail an endless run because you got like 4 levels more than last time.
Whether you now are lvl 80 in loop 5 or lvl 86 in loop 5 doesnt make any noticable difference, especially since not level upgrades are the powerful ones but infusions and powerups you gain from quests.
Even 10 levels wont make much of a difference and you needed to ramp up +XP a lot to make it really matter.
But to achieve that, you also needed to waste the levels to even get it up.
So maybe you get 5 times a +XP upgrade that will in return give you 8 levels more, which means you gained only 3 bonus levels.

Thats a lot of math for it to not really matter a lot on your bottom line.
Even if all you additional levels were legendary, you maybe would have a spell cause maybe 16,5 instead of 16 million damage in total, but thats just not a lot.
At that point you might instead use white common levels to raise a spell to get an infusion instead of wasting it on +Xp levels even if Epic+
Last edited by Buntkreuz; Dec 9, 2024 @ 11:55am
RampantVamp Dec 11, 2024 @ 7:51pm 
Ok, so I played with both less exp multipliers and more exp multipliers, I highly recommend going with more exp whenever possible. In a long run is is the difference between waiting 5 mins for a lvl up and 2 mins for a lvl up. A higher exp also means more lvls faster in early runs, allowing you to stack damage, reach, speed, or defense.

It can be the difference between being only lvl 70 or lvl 120 by round 5. If you allocated only 4 legendary or rare exp multipliers in there then you still have 46 extra lvls to build however you want. Exp multipliers are very much worth it.
Z34RK Dec 11, 2024 @ 8:35pm 
I had 2 different endless runs I'd like to share that may share some light to the importance of getting XP up (Within reason) in the early stages if available .... Obviously no commons in 99% of scenarios unless you love stacking XP

First experience
I had a very unique scenario with a random duo where the total time was 2 hours almost exactly on I think moderate or Severe difficulty where I had the fortune of stacking good XP early on, and I have the screenshots of the end result, by the end of the 6th run/wave we died at level 133 .... I also had 142% XP gain and 200% Pickup distance
Now keep in mind I only spent 1 or 2 levels in pickup distance and my first Relic gave me 20% pickup for infused spells (And I had not fused any yet), I basically got a free 160% pickup and along with the added XP (Which I spent maybe 10 levels in xp gain, IDK) I was grabbing literally all of the XP .... the other guy was content of sitting next to me letting me grab it all, now sure I could of spent it on something else but I didn't, I also didn't spend much on health and 1.5k health was not enough to survive wave 6 obviously and me and the other guy got complacent and died at the same time .... but overall, this was an obvious win for XP in my book

Second experience
this run lasted 3 hours and 44 minutes, our level was about the same, I didn't manage to get all of the info but our level by the end of it was I think 140 something possibly about 154? .... and this was with 4 players for the majority of the run, 2 left after like 3 hours in maybe, I am willing to bet none of us built XP, my XP was low for the most of the run, until we hit the 100+ and xp leveling up was much slower than the other run was in comparison, and so I boosted my XP to like 70% fairly quick, had 32 luck as well, so I was cooking good upgrades mostly ....
Anyway by the end of it I had +111% XP boost and doing the gain so late the boost seemed to of done much worse than doing so early

The one thing I noted on the run that was nearly 4 hours long, was when we were at the 6th wave, I had noted that our XP was at around 110, an almost 20 levels lost in comparison because nobody built XP, now again I agree on fixed runs XP is trash unless it's a Legendary and rarely Epics to pick, but in an endless run, I find that it can be very valuable to build XP when the opportunity presents itself ....
I was fortunate to get my XP very high in that 2 hour run and get that Pickup range relic as my first before infusing spells

The last thing I will state in the overall debate about the XP gain, if you intend to build XP for a group, only do so if you got good XP gain early on but don't let later rounds dictate a late bloom choice .... when I build XP I find even the blue XP upgrade to be valuable over a common weapon upgrade ....... You just gotta decide if you wanna greed for yourself or take a few upgrade hits to boost your wizard friends
Scr(A)tch Dec 12, 2024 @ 11:07am 
Originally posted by Z34RK:
I had 2 different endless runs I'd like to share that may share some light to the importance of getting XP up (Within reason) in the early stages if available .... Obviously no commons in 99% of scenarios unless you love stacking XP

First experience
I had a very unique scenario with a random duo where the total time was 2 hours almost exactly on I think moderate or Severe difficulty where I had the fortune of stacking good XP early on, and I have the screenshots of the end result, by the end of the 6th run/wave we died at level 133 .... I also had 142% XP gain and 200% Pickup distance
Now keep in mind I only spent 1 or 2 levels in pickup distance and my first Relic gave me 20% pickup for infused spells (And I had not fused any yet), I basically got a free 160% pickup and along with the added XP (Which I spent maybe 10 levels in xp gain, IDK) I was grabbing literally all of the XP .... the other guy was content of sitting next to me letting me grab it all, now sure I could of spent it on something else but I didn't, I also didn't spend much on health and 1.5k health was not enough to survive wave 6 obviously and me and the other guy got complacent and died at the same time .... but overall, this was an obvious win for XP in my book

Second experience
this run lasted 3 hours and 44 minutes, our level was about the same, I didn't manage to get all of the info but our level by the end of it was I think 140 something possibly about 154? .... and this was with 4 players for the majority of the run, 2 left after like 3 hours in maybe, I am willing to bet none of us built XP, my XP was low for the most of the run, until we hit the 100+ and xp leveling up was much slower than the other run was in comparison, and so I boosted my XP to like 70% fairly quick, had 32 luck as well, so I was cooking good upgrades mostly ....
Anyway by the end of it I had +111% XP boost and doing the gain so late the boost seemed to of done much worse than doing so early

The one thing I noted on the run that was nearly 4 hours long, was when we were at the 6th wave, I had noted that our XP was at around 110, an almost 20 levels lost in comparison because nobody built XP, now again I agree on fixed runs XP is trash unless it's a Legendary and rarely Epics to pick, but in an endless run, I find that it can be very valuable to build XP when the opportunity presents itself ....
I was fortunate to get my XP very high in that 2 hour run and get that Pickup range relic as my first before infusing spells

The last thing I will state in the overall debate about the XP gain, if you intend to build XP for a group, only do so if you got good XP gain early on but don't let later rounds dictate a late bloom choice .... when I build XP I find even the blue XP upgrade to be valuable over a common weapon upgrade ....... You just gotta decide if you wanna greed for yourself or take a few upgrade hits to boost your wizard friends

Problem is it is hard to tell whether your level is due to XP buffs or the speed at which you mow the creeps.
Z34RK Dec 12, 2024 @ 8:27pm 
Problem is it is hard to tell whether your level is due to XP buffs or the speed at which you mow the creeps. [/quote]
True but if it helps, I had very strong starts in both of these scenarios, getting several Legendaries and epics in XP in the first 5-10 levels and the one I had xp over like 50 or 60% by level 10 so I just built xp at that point, and the other one I had gotten 3 legendary Weapon upgrades for my weapon by lvl 5
With those insane starts on endless I believe these scenarios was worth stating to make the point that there is something to gain if you build these paths
The only main difference was in the first it was a Duo and the second was a full lobby, the difficulty was the same
KellyR Dec 13, 2024 @ 9:40am 
On an endless run, by loop 3 or 4 you are absolutely going to be killing the creeps as fast as it's possible to, and maxing out the spawn rate, unless you got utterly hosed by RNG.

So I think it's fair to assume the kill rate was likely similar on both runs.
Scr(A)tch Dec 13, 2024 @ 11:32am 
Originally posted by KellyR:
On an endless run, by loop 3 or 4 you are absolutely going to be killing the creeps as fast as it's possible to, and maxing out the spawn rate, unless you got utterly hosed by RNG.

So I think it's fair to assume the kill rate was likely similar on both runs.

Hmm no you shouldn't assume it is impossible to kill creeps faster than you do. Also two runs with different player counts, and random players... Too many variables and unknowns.

I reached level 201 solo on Hardcore Pyrestorm, by 4h10 and with +67% XP (so I put only 3/4 rare and above levels in it). In the end the limiting factor to kill rate was movement speed as most creeps were dying as soon as they entered the screen.
RampantVamp Dec 14, 2024 @ 11:10pm 
Ok, to put this to rest I just finished a game with some friends, this usually accounts for the least exp because everyone will only account for their own exp boost. To test this I picked up absolutely any and every exp multiplier I could. By round 3 we were lvl 104, by round 6 we were lvl 233.

During the end of the run I had a 276% exp bonus, and I had the most damage because I had 97% luck, pretty much guaranteeing an epic or legendary every lvl up.

If you are going to play with friends it is absolutely worth it to build exp multipliers into your build, even if you aren't the only one building it. If you are playing alone I recommend this even more as you will not be competing with other people for exp pickup.

Granted all of this is based off of RNG and not every run is going to generate exp multipliers, but I will say this was the easiest run I have had on Hardcore, and we could have definitely made it a really long run if it wasn't so late.
Last edited by RampantVamp; Dec 14, 2024 @ 11:16pm
Nifelheimer Dec 14, 2024 @ 11:56pm 
I've reached lvl 99 on a normal run (before endless mode came into the game) and I wanted to reach 100 but accidently killed the boss.
imo I think the exp is very good to get, you level up more which gives you faster better spells etc.

about the luck, you who said you had 97%.... isnt the luck capped? didn't the developer say in a thread that it is capped at 25% in order to not break the game. ??
RampantVamp Dec 16, 2024 @ 6:44am 
Originally posted by Nifelheimer:
I've reached lvl 99 on a normal run (before endless mode came into the game) and I wanted to reach 100 but accidently killed the boss.
imo I think the exp is very good to get, you level up more which gives you faster better spells etc.

about the luck, you who said you had 97%.... isnt the luck capped? didn't the developer say in a thread that it is capped at 25% in order to not break the game. ??
If there is a luck cap it does not stop the percentage for luck from going up.
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Date Posted: Dec 6, 2024 @ 12:32pm
Posts: 17