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+ Darkmage or carpenters
for the script :
1: Enemy Has Essence - Ransack
2:Enemy != norm - Ransack (If a miniboss or boss has essence,thief will steal)
for the mp issue,upgrade your MP relic a bit and also get a Mystic level 25+ for the recharge skill
1: Ally Status != Positive - Recharge
Enemy HP > 90% - Ransack.
That way they'll always attack first and ransack the essence enemy which is always the first enemy.
They will also never ransack the same enemy twice because ransack should deal enough damage to lower enemy health below 90%.
In a well formed farming team you shouldn't ever have the essence enemy survive long enough for your 1 thief to attack it twice.
In a team set up with multiple thieves, either to farm class mastery or to ransack everything on purpose, the enemy hp > 90% trigger will guarantee nothing gets ransacked twice even by another thief. It will also guarantee every enemy gets ransacked once as long as you have at least 4 thieves.
I didn't know that we could use "Enemy HP> 90% - Ransack" now that I see it it's obvious, thank you very much! :D
Just get your item find to 80 so you guarantee drops from every enemy and your resources will rain much much faster than ransacking every enemy.
The base chance for enemies to drop any item at all is 1 in 9. Every 10 points in item find reduces that 1 in X by 1 so at 10 item find you have 1 in 8 chance, at 20 its 1 in 7.
That means at 80 item find you have a 1 in 1 chance for an enemy to drop something.
There are issues over that specifically with rare gear drop chance overshadowing legendary gear drop so anything over 80 is not recommended right now.
With 80 item find, kill speed is the prime method of getting more resources and far outperforms ransacking for items.
On top of that, ransack doesn't benefit from drop increase stats. So item find and gold find don't affect your ransack returns.
That means that ransack never improves beyond the very base amount of gold you get or the 1 in 9 chance to get anything.
For red crystals specifically, I suggest running level 5 in warrior arena for the 25 of them every 2 hours to help supplement what you get from dungeon runs with 80 item find and a speed kill setup.
on 10,000 floors:
with full Darkmage team +126 item found team, I only dropped 20 red gems but 1000 yellow gems;
with full Thief team at +66 item found, I found 100 red gems but only 90 yellow gems
Either there is something that I did not understand, or it is a bug, anyway the thieves drop better than the other classes for some object.
but now my problem is to make as many floors as possible, with a darkmage team + 89% damage reduction I barely do 100 floors before losing, I am currently at 62,000 floors
also according to reddit,the Item finding is bugged,so 50-70 is a good ammount,more than that it's useless
Ah, I didn't know, thank you
Rather than use HP > 90% Ransack, which will trigger Ransack on normal enemies who don't have essence (a waste of MP in my opinion) I would use
1) Enemy HP<90%: Default Attack
2) Has Essence: Ransack
If you wanted to Ransack bosses as well you could add in a Rank != Normal: Ransack trigger as well.
I am currently only dimension 5, so probably you want to make some changes,
but I take a script that keeps my party healed, their mp up makes carpenters use nailed it and thieves stealing from bosses and monsters with essence.
I am using position 1: Thief, position 2 Carpenter, position 3 + 5 Mystic, position 4 + 6 Nurse.
My script is:
1. Ally Team HP < 30% strongest group heal
2. Ally HP < 40% First Aid
3. Self HP < 40% Heal (if you use any heal stones)
4. Ally HP < 40% Heal (if you use any heal stones, and character is not a Nurse)
5. Enemy isOre Default Attack
6. Ally MP < 30% Recharge
7. Enemy Team Alive > 2 Torment
8. Enemy hasEssence Ransack
9. Enemy Rank = Norm Default Attack
10. Enemy isJanitor Strongest Single-Target-Attack
11. Enemy HP < 90% Strongest Single-Target-Attack (This is only used when 8. is not used)
12. Enemy Rank > Norm Ransack
13. Enemy Rank > Norm Pilfer (as my thieves are not level 25 yet)
14. Enemy Rank > Norm Strongest Single-Target-Attack (This is used when Ransack or Pilfer dont bring boss under 90%)
Feel free to use it or propose upgrades.
Second, you really want to split your script out into ones dedicated to individual classes. This becomes much more useful when you reach the point where you have "support" classes that you want to have act only when necessary because they otherwise waste time you could be doing better damage with.
Third, you never need more than 1 mystic and you shouldn't need more than 1 nurse if it is lvl 25+. Set up for Thief - Nurse - Mystic - Carpenter - Carpenter - Carpenter.
Fourth, ignore ores and turn off mineshafts. Ores are fairly useless before warrior dimension but if you really want them it is much more efficient to set up a dedicated party of miners to gather ores. If you ignore ores during normal runs the random spawning ores disappear when the non-ore enemies on the level are all dead so you don't waste five actions just getting a copper ore you'll likely lose when you go to the next dimension anyway.
Fifth, pilfer is 100% useless. It uses too much time for minimal returns. It doesn't benefit from gold find or item find so you'll gain more by killing quicker because you didn't use time pilfering.
In the above group of Thief, Nurse, Mystic, Carpenter x 3, you should script:
Thief
1: enemy has essence - ransack
2: enemy weakest - default attack
Nurse
1: ally HP < 30% - first aid
2: self HP < 70% - group heal
3: ally hp < 70% - group heal
4: enemy rank > normal - default attack
5: enemy HP < 100% - default attack
6: enemy weakest - defend
Mystic
1: ally status != positive - recharge
2: enemy rank > normal - default attack
3: enemy HP < 100% - default attack
4: enemy weakest - defend
Carpenter
1: enemy weakest - nailed it
This script should cause thief to ransack for essence and attack otherwise. If your thief doesn't 1 shot, then your nurse and mystic will hopefully finish that enemy off in order to kill the 1st enemy on 4 enemy levels so your 3 carpenters can kill the other 3 without using extra time damaging an enemy that your carpenters will vaporize anyway. It will also force your nurse and mystic to do their support effects (heal and recharge) without wasting extra time considering they're only in the group instead of the more damaging carpenters because of those support effects. Your nurse and mystic will also defend when they aren't needed in order to waste less time.
If you prefer to use single target damaging items, you can replace default attacks with that specific item skill. If you prefer triggering recharge with an ally mana level then you can replace that line with ally mp < xx% recharge which will just maintain manas at a lower level than 100% though it can be slightly more time efficient.
You can tailor your nurse's heal triggers based on the amount your group heal actually heals and your party's health vs. enemy 1 hit damage. Group heal starts at a 25% heal and can be increased to as high as 50% heal with your + magic damage. The goal is to heal only as much as you need to heal.