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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.
First Spot: Healer
Second Spot: Wizard
Third Spot: Thief
Fourth Spot: Shopkeeper
Fifth Spot: Knight
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.
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.
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.
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.
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.
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!