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Exceptions are made for levels with guaranteed legendary chests, always farm to open them.
Once you get far enough in where you start getting more money than you know what to do with, obviously this breaks down and you just run around hoovering up chests before moving on.
I say 8-10 and I do fine.
I don't think you know what a general consensus is...
You want to do the bare minimum of preparing yourself to fight the boss (I usually grab 2 items and then go for it), kill the boss, and then spend your cash gathering items (because money not spent is the time spent getting the money wasted), provided the items aren't super far away.
This *usually* takes about five minutes, hence the consensus. Just saying the consensus is five minutes without saying why can give many players the wrong idea.
It's not that five minutes is a magical number. It's that you're trying to get the most bang for your buck within the same amount of time. If there are interactables on the stage which will offer $$$ like the teleporter event, then you don't follow the five minute rule
Combat Shrines, Blood Shrines, etc. This is also why the idea of five minutes rapidly breaks down whenever you start to move faster and cash flow gets much better mid to late game.
It's also worth noting that this idea came in when cash flow was a thousand times worse early game. It's been marginally improved, which is why a lot of players (Like ninja zyborg) don't use it at all and do just fine.
Even full clearing first stage with worth
(Sorry forgot the forum so can't direcet you to the math)
I made a spreadsheet that actually compares difficulty of single player monsoon runs based on time in level. So before people start being scrubs, let's actually look at the math.
Let's say you just do 5 stages.
5 minute stages, You start Stage 5 with some 7.5 Difficulty
8 minute stages, You start Stage 5 with some 10.7 difficulty
But what does that mean?
It means for your 5 minute stage runs your final enemies will be lvl 20 and hit 21 during the stage. It means your 8 minute stage runs your final enemies will be Lvl 30 and hit 31 during the stage. Stage 5 only has 3 enemies so let's see what that turns into
8 minute runs will have:
Golems with:
- 4860 more health
- 70 more damage
Wisps with
- 2550 more health
- 30 more damage
Exploders with
- 540 more health
- 22 more damage
Mithrix will have
- 4200 more health (which is a lot more effective health when you remember the adaptive armor)
- 32 more damage
It's worth remembering that there are only a limited number of chest spawns per stage and while mobile characters could probably get away with full clearing, slower characters like Arti are going to get hit in the difficulty for their trouble if they try to full clear.
By pushing quickly, cash flow will get better faster because moving up stages also changes the difficulty modifier. It gets you out of the early game slump and strongly into the mid game, which imo is the hardest part.
- Players in game
- Stages completed
- Difficulty (Monsoon)
- Time played
Nothing else is factored into the calculation.
Now it might be worth fiddling with some early game difficulty clearing because iirc chest rarities are calculated based on difficulty at stage beginning so theoretically if you wanted to roll the dice you could gamble on like a really high difficulty Stage 3 and Stage 4 with plans to zoom through it ASAP by sandbagging stages 1 and 2 but I haven't dug into that kind of spreadsheeting yet.