Soda Dungeon

Soda Dungeon

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astral Jun 2, 2017 @ 6:31pm
Lair of Despair: Area?
I heard about a thing called the Lair of Despair, I've gotten to level 1K in the Flaubo area and level 2K in the dungeon. I'm not getting these items called Mythic items, or getting to the Lair of Despair. Is the LoD at level 2K or am I doing something wrong?
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Showing 1-15 of 33 comments
A miniscule Anne Jun 2, 2017 @ 6:38pm 
Mythics come (at earliest) around 10k and are extremely rare, best way to get those is to up your item find (Even at around 600% they're hard to find). The LoD is it's own separate deminsion from the main dungeon. You talk to the Pink guy holding a fan over the Portal.
astral Jun 2, 2017 @ 6:39pm 
Originally posted by Lady Glennianne IV:
Mythics come (at earliest) around 10k and are extremely rare, best way to get those is to up your item find (Even at around 600% they're hard to find). The LoD is it's own separate deminsion from the main dungeon. You talk to the Pink guy holding a fan over the Portal.
I did, he doesn't send me to the LoD.
A miniscule Anne Jun 2, 2017 @ 7:36pm 
Originally posted by GamingPro100:
Originally posted by Lady Glennianne IV:
Mythics come (at earliest) around 10k and are extremely rare, best way to get those is to up your item find (Even at around 600% they're hard to find). The LoD is it's own separate deminsion from the main dungeon. You talk to the Pink guy holding a fan over the Portal.
I did, he doesn't send me to the LoD.
Do you have enough essence to go to the LoD?
Handoiron Jun 2, 2017 @ 8:03pm 
The place Flaubo (the pink ghostlike dude above the portal) sends you IS the Lair of Despair. You need to have a high ammount of item find to make it possible for mythic items to drop. Level 1000 is quite low even for LoD. You should be able to achieve an item find of 350% or higher using just legendary items like Vaan's Magnet, Royal Shield and Sacrosanct as well as using a few thieves for their 20% item find each. It can be done without thieves if you prefer other group lineups. Once you have a decent item find chance oyu should see mythic items start dropping. Reguardless, LoD has a higher gold reward for the time spent so you should be there once you get to the warrior dimension. There is another set of mythic item find gear you can start replacing the legendaries with. Fuzzy Dice, Candyshell shield and Marvelous Claws are the mythic item find items.

If you are lacking the legendary item find items, you may have a better chance of finding them in the regular dungeon since you can get to a higher level there. Also, if you have no item find gear at all, you practically NEED to run a group of thieves to get those legendary item find items quickly. When I reached the warrior dimension on my second save, I immediately started running with 4x DM + knight. After about 10 runs I still hadn't found even 1 legendary item. Then I switched to 4xThief + knight and got multiple legendaries per run after that. Then once I had a set of legendary item find gear for all 5 party members I went back to 4xDM + knight and have gotten several mythic items since.

In short, increase your item find stat and keep running, the mythic items will start to drop for you.
astral Jun 3, 2017 @ 8:35am 
Originally posted by Handoiron:
The place Flaubo (the pink ghostlike dude above the portal) sends you IS the Lair of Despair. You need to have a high ammount of item find to make it possible for mythic items to drop. Level 1000 is quite low even for LoD. You should be able to achieve an item find of 350% or higher using just legendary items like Vaan's Magnet, Royal Shield and Sacrosanct as well as using a few thieves for their 20% item find each. It can be done without thieves if you prefer other group lineups. Once you have a decent item find chance oyu should see mythic items start dropping. Reguardless, LoD has a higher gold reward for the time spent so you should be there once you get to the warrior dimension. There is another set of mythic item find gear you can start replacing the legendaries with. Fuzzy Dice, Candyshell shield and Marvelous Claws are the mythic item find items.

If you are lacking the legendary item find items, you may have a better chance of finding them in the regular dungeon since you can get to a higher level there. Also, if you have no item find gear at all, you practically NEED to run a group of thieves to get those legendary item find items quickly. When I reached the warrior dimension on my second save, I immediately started running with 4x DM + knight. After about 10 runs I still hadn't found even 1 legendary item. Then I switched to 4xThief + knight and got multiple legendaries per run after that. Then once I had a set of legendary item find gear for all 5 party members I went back to 4xDM + knight and have gotten several mythic items since.

In short, increase your item find stat and keep running, the mythic items will start to drop for you.
Thank you. I always use:

First Spot: Healer
Second Spot: Wizard
Third Spot: Thief
Fourth Spot: Shopkeeper
Fifth Spot: Knight
Handoiron Jun 3, 2017 @ 3:26pm 
You should be farming levels as fast as possible. That means killing everything in 1 round. You should never get hit by the monsters so healer is a waste of a spot. Sadly, the premium classes are just not worth actually using in the long run. you might use a wizard in end group with darkmages, but shopkeeper isn't really good after you get darkmage relic going into warrior dimension. Necroblast and noxin are way too good for 1 round killing. Mixing thieves and darkmages is also not ideal since if you are looking to get item drops enough to need thief, you may as well go full 4xThief + knight and if you are using darkmages, you should be running 4xDM + knight so you have a full 4 noxins to clear the 3 and 4 monster fights longer.

If healer ever heals, you aren't killing fast enough to be efficient so you are just prolonging the poor gains by letting your healer heal as well as making your good gains take longer with healer going early in round and hitting single monsters potentially making a 3 monster round into a 2 monster round which will prevent your wizard from using his area spell to kill them all making the rounds take longer and lowering your rewards in a given period of time.
Last edited by Handoiron; Jun 3, 2017 @ 7:10pm
astral Jun 4, 2017 @ 8:42am 
Originally posted by Handoiron:
You should be farming levels as fast as possible. That means killing everything in 1 round. You should never get hit by the monsters so healer is a waste of a spot. Sadly, the premium classes are just not worth actually using in the long run. you might use a wizard in end group with darkmages, but shopkeeper isn't really good after you get darkmage relic going into warrior dimension. Necroblast and noxin are way too good for 1 round killing. Mixing thieves and darkmages is also not ideal since if you are looking to get item drops enough to need thief, you may as well go full 4xThief + knight and if you are using darkmages, you should be running 4xDM + knight so you have a full 4 noxins to clear the 3 and 4 monster fights longer.

If healer ever heals, you aren't killing fast enough to be efficient so you are just prolonging the poor gains by letting your healer heal as well as making your good gains take longer with healer going early in round and hitting single monsters potentially making a 3 monster round into a 2 monster round which will prevent your wizard from using his area spell to kill them all making the rounds take longer and lowering your rewards in a given period of time.
So, that means I should equip a magic bottle and some healing accsesories?

If I don't use any healing items or a magic bottle,
then I will lose when my Darkmages run out of mana,
because my Darkmages won't have mana for Necroblast.
stylez Jun 4, 2017 @ 9:43am 
To summarize what Handoiron said, if you reach the point where you're getting hit even once, your party is not doing enough damage. Healing is worthless at the stage of the game you're at. And just to point out, if you had a Healer in the party instead of a 4th DM, you would have started taking hits many levels earlier because you would have had roughly 75% of the damage output.

It's not worth your while to continue the run when you take a hit, so let your party die, upgrade their damage, then start the run again.

Statistically, you'll reach a certain amount of MP where you encounter a fountain before your DMs run out of mana. Until that time, focus on relics that improve your damage so you get further in the dungeon, or item find relics to uncover higher level items which will then get you further in the dungeon. Either way, getting further = more gold = more upgrades = go even further, etc.
astral Jun 4, 2017 @ 10:13am 
Originally posted by stylez:
To summarize what Handoiron said, if you reach the point where you're getting hit even once, your party is not doing enough damage. Healing is worthless at the stage of the game you're at. And just to point out, if you had a Healer in the party instead of a 4th DM, you would have started taking hits many levels earlier because you would have had roughly 75% of the damage output.

It's not worth your while to continue the run when you take a hit, so let your party die, upgrade their damage, then start the run again.

Statistically, you'll reach a certain amount of MP where you encounter a fountain before your DMs run out of mana. Until that time, focus on relics that improve your damage so you get further in the dungeon, or item find relics to uncover higher level items which will then get you further in the dungeon. Either way, getting further = more gold = more upgrades = go even further, etc.
My Healer keeps healing for an indestructible party.
stylez Jun 4, 2017 @ 11:46am 
Originally posted by GamingPro100:
Originally posted by stylez:
To summarize what Handoiron said, if you reach the point where you're getting hit even once, your party is not doing enough damage. Healing is worthless at the stage of the game you're at. And just to point out, if you had a Healer in the party instead of a 4th DM, you would have started taking hits many levels earlier because you would have had roughly 75% of the damage output.

It's not worth your while to continue the run when you take a hit, so let your party die, upgrade their damage, then start the run again.

Statistically, you'll reach a certain amount of MP where you encounter a fountain before your DMs run out of mana. Until that time, focus on relics that improve your damage so you get further in the dungeon, or item find relics to uncover higher level items which will then get you further in the dungeon. Either way, getting further = more gold = more upgrades = go even further, etc.
My Healer keeps healing for an indestructible party.
Killing the mobs before they have a chance to touch you also gives you an indestructible party.
A miniscule Anne Jun 4, 2017 @ 12:26pm 
Can't die if you oneshot everything
astral Jun 4, 2017 @ 12:51pm 
Originally posted by stylez:
Originally posted by GamingPro100:
My Healer keeps healing for an indestructible party.
Killing the mobs before they have a chance to touch you also gives you an indestructible party.
Should I use Wizard because of the super strong attack, or should I equip all my party in Reapers? Is there any strong tactics?
A miniscule Anne Jun 4, 2017 @ 1:31pm 
Whatever increases magic damage preferably
Handoiron Jun 4, 2017 @ 2:04pm 
Originally posted by GamingPro100:
So, that means I should equip a magic bottle and some healing accsesories?

If I don't use any healing items or a magic bottle,
then I will lose when my Darkmages run out of mana,
because my Darkmages won't have mana for Necroblast.

No, healing accessories are as useless as healer since you shouldn't ever get hit.

Magic bottle is an option, but you will see better use of item find accessories and increasing your mana relic and darkmage relic to a reasonable level, That would give you both enough mana to last to the next fountain for refil AND more damage since darkmage damage is partially based on max mana.



Originally posted by GamingPro100:
My Healer keeps healing for an indestructible party. [/quote]

You don't want an indestructible party. What you should be trying to achieve is a party that 1 round kills as long as possible and then dies as fast as possible after they can no longer 1 round kill. Allowing individual fights to go logner than 1 round means you're taking at least twice as long to kill each level which means you're getting less than half the reward in the same period of time. The gold reward for each successive level does not increase enough to justify pushjing 10-100 extra levels at 1/2 the speed because you aren't killing in 1 round.

You will quickly reach a point where you can have a pure damage + knight group running at max level in LoD for hours and hours at a time that you have to manually stop the run to buy further relic levels. Those relic levels will increase your damage more than the health of the monsters increases for that time spent running. The high end of Soda Dungeon is all about time spent gaining max level in the dungeons. That means taking more than 1 round to kill a single level is a major reduction in your progress.
astral Jun 4, 2017 @ 2:07pm 
Originally posted by Handoiron:
Originally posted by GamingPro100:
So, that means I should equip a magic bottle and some healing accsesories?

If I don't use any healing items or a magic bottle,
then I will lose when my Darkmages run out of mana,
because my Darkmages won't have mana for Necroblast.

No, healing accessories are as useless as healer since you shouldn't ever get hit.

Magic bottle is an option, but you will see better use of item find accessories and increasing your mana relic and darkmage relic to a reasonable level, That would give you both enough mana to last to the next fountain for refil AND more damage since darkmage damage is partially based on max mana.



Originally posted by GamingPro100:
My Healer keeps healing for an indestructible party.

You don't want an indestructible party. What you should be trying to achieve is a party that 1 round kills as long as possible and then dies as fast as possible after they can no longer 1 round kill. Allowing individual fights to go logner than 1 round means you're taking at least twice as long to kill each level which means you're getting less than half the reward in the same period of time. The gold reward for each successive level does not increase enough to justify pushjing 10-100 extra levels at 1/2 the speed because you aren't killing in 1 round.

You will quickly reach a point where you can have a pure damage + knight group running at max level in LoD for hours and hours at a time that you have to manually stop the run to buy further relic levels. Those relic levels will increase your damage more than the health of the monsters increases for that time spent running. The high end of Soda Dungeon is all about time spent gaining max level in the dungeons. That means taking more than 1 round to kill a single level is a major reduction in your progress. [/quote]
But the time of the round doesn't matter. I know, I'll take more damage and when my healer dies, I'm dead. But hey, we have our good and bad setups!
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Date Posted: Jun 2, 2017 @ 6:31pm
Posts: 33