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Seahorse: 3 projectile piercing poison
Djinnlett: 4 Projectile piercing all elements
Dragon: 3 projectile AoE fire
Serpent: 3 projectile AoE Poison
Hamster: 3 projectile piercing neutral
Cowboy Monkey: 3 projectile piercing neutral that also heals
Goblin Cupid: same as monkey
Mega Chicken: Does both melee and ranged damage, neutral with AoE in 4 projectiles, I believe. Argueably the best DPS pet available.
The most common of these are going to be seahorses and dragons. Good hamsters are hard to come by since they can't be farmed out with good stats from survival. Monkeys, Cupids, and Mega Chickens are extremely difficult to come by due to their difficulty in finding. Monkeys are from survival in karathiki and akatiti, cupids from Sky o Love challenge, and Mega Chickens from Ultimate Defender achievement or from Tinkerer's Lab survival. Mega Chickens average about 2-3 cubes depending on their starting stats, and I've seen them go as high as 10.
You'll have better luck finding the best of these items on the official dungeon defenders forums, btw.
Also good items to have:
Wolfhunter aka Mana bows: 5 projectile double element (or double lightning) wall piercing
BF Drill: Large AoE guns, deal moderate damage depending (upgrading projectile speed seems to increase the range)
Genie: 200+ ups should get you around 38k-ish depending on what it's starting stat is. Good to have for infinite invise, survival upgrade&repair, and hawkshot
Think you are too optimistic about moonbase. Ranked is not likely (if ever) getting anything until DD2 has been shipped. We arent even getting something as trival as a lift of the 600M mana limit. I can understand the 2B hard limit (some dimwit didnt plan ahead and used a signed 32bit int, requiring a rewrite and database change = not happening soon), but holy crap they wont even lift the 600M cap, there is simply no good excuse. Could be 999,999,999 (9 digits like in 600M) a 55% improvement or 2B (~233% improvement over 600M) like the 'hardcap', with miniscule effort.
Its like changing "#define mana_softcap 600*10^6" to "#define mana_softcap 2000*10^6" in the relevant header and typing 'make' and then pushing the updated binary on steam.
Though if they go at it, it would be good if someone also lifted inability to set the texture pool size (and mipmap parameters) in the UDKEngine.ini - they are getting ignored and overwritten if you do.
It is pretty blatantly showing on Tinkers that it is using lowres textures (or highorder mipmaps) while the graphics card has plenty of unused RAM, to cope with a texture usage on that map that exceeds the pool (shameful that this passed QA, breaking texpool limits is such a performance nono that you code checks for it and resize/remake to fit).
Pool is currently limited to 158M (+ whatever for buffers, meshes, lightmaps) targetting a somewhat stoneage 256MB limit. Even 3 years old budget cards have 512MB.
No doubt all the resultant texture swapping and recalculation of MIPMAPS is part of why tinkers slows down so much, even on beefy rigs.