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Proficiency is a system that competes with the "rare goodies" experiment for resources. Therefore it's bonuses should be compared to those you get from that experiment: time warps, get mysteries, and various respec currencies. Proficiency gives direct power for the run and make the other repec currencies, TWs, and GMs better at what they do. Therefore it's best to split your red dust in a way that gives you "enough" of those items while still allowing you to interact with Profficiency. Right now the discord is saying a rough 50/50 split is good with no one having found (or bothered) a way to actually calculate "true" optimal ratio (this would be EXTREMELY difficult due to how many variables there are that would vary *radically* from player to player such as realm length)
@phenir: that's exactly what I thought the point of them was, but the update didn't mention anything like that so I was wondering if I missed something
thanks guys
Edit:Removed unneeded /quote.
I cannot recommend to anyone that they ignore the rare goodies experiment, let alone convert all their dust into other colors. Sure, the null and enchantment cores as well as alteration sand can now be gained in low quantities elsewhere, but those are not the actual high value items you care about most.
As someone who always passes the 2000 milestone in prime realms, sizable is an exaggeration, especially in compassion to how many runes are required to reach that.
The effect to spell casts from Time Warps diminishes noticeably when your cast rate is over 90 per sec for a 10 day exile.
I said I have 30M memories, that's 3e7 and I've been doing long realms (and long exiles, which I start about two weeks into a realm) to optimized memetic income since about 10M memories. Using a Get Mystery at the end of the realm doesn't add very many 1e# and they're so infrequently earned that you'd be lucky to earn 2 per realm. On a very long realm, that might earn you 1e10-1e20 mysteries. I much prefer to use them to shave many days of time off a goal, for example. I used 3 to hit Ascension forms the first time, saved about 2 weeks. I used 5 to shave a week at low mysteries and which made earning the When the Clock Strikes Twelve Triumph much less tedious. In the same realm I spent another 3 shaving another week off the time it would have taken me to get the Unworthy Triumph.
Again, I think you're over valuing the memories you earn from the few Time Warps and Get Mysteries that are earned, which is even less since the cost of Rare Goodies was increased. I don't need Time Warps to get Peritocapia to 100 and Mundigenia + Contraligia to 90+. Minor god leveling drops off very fast and Time Warps don't fix that. My enchanting dust income meets my needs, which is to say I reach the appropriate enchanting level cap for the memories I have, currently level 43.
Lets boil the value of each to their essence. One is more memories and more praying experience, the other is more memetics and more mentalizing experience. I think the question is not whether or not it's a good idea but when exactly does the ratio of splinters earned to memories earned justifies doing Rare Goodies experiments. And I don't believe I'm at that point. I think the ratio of value toward splinters is going to get a meaningful adjustment up when Pantheon Memetics become available.
Since you didn't mention the flip side, I'll review that again, fully. By converting red dust to orange and not doing Rare Goodies experiments, I also get to use the orange dust that would have been used for Rare Goodies, for those memetic splinter experiments. The end result is I get decent bump to splinter income, about 3 splinter experiments per Rare Goodies experiment. I get more mentalizing experience. I have more of what makes Quasi Realms go faster while spending less blue dust (the saved blue dust gets used in a Prime realm) which really diminishes in Quasi Realms because of low milestones. The minor benefits are that I'm not getting more Nullifiers cores that I don't need (400+ stockpiled already) I use something like 75 per Realm, Disenchantment cores I don't need (466 stockpiled), 10-13 per realm and alteration sand I don't need (1.22k stockpiled), I have all the achievement finished and I'm not interested in cosmetics.
But we're not talking about anyone, this discussion is focused on those who've reached 1e1300+ mysteries. Those who have, I would probably recommend either putting all your red dust into Rare Goodies or if you've reached the point where the value of memories have diminished meaningfully compared to splinters, put that dust into earning splinters.
Edit:Fixed quoting.
Runes are effectively more crafting dust, keys and splinters. It's not a clear-cut tradeoff by any means.
This is not true. There was a change to how time warps work relatively recently so that they cast your spells at their actual cast rate. So a 12h TW is equivalent to letting your game run in the background for 12h. (it came along with the most recent change to allow spells to properly buildup and cast while offline too) Just about the only noticable difference between a TW and "actual" game time is the few pets and abilities that scale off of "real" time in game (like the Mechanos casts of Black Beam).
Sorry, I misread what you said and thought you were at 3e6 instead of 3e7
My last realm ended with a 32day exile in which I used 2 GM I'd earned that realm (while splitting my red dust 50/50 with proficiency). My mysteries before the final burst were e1404 and I jumped to e1519 after the GM. Split over the effective 3 "exiles" I earned an average of e38 mysts each (weighted slightly towards the first true exile) and thought
I didn't track the actual amounts, I would estimate this gained me an additional 20% or so more memories than I would have otherwise. Even more than splinters, those bonus memories are the most important form of meta currency due to how their acquisition rate is even more restricted (and our only way to boost them is through limited imprint upgrades, REAL time in a realm, ... and Get Mysts at the end of a realm-ending long exile).
I didn't fully quote that because of the misunderstanding. I wasn't saying you don't get the full 90 per sec, I was saying the value of an extra half day or even one and half days of extra casting on a 10 day + exile is significantly less value then using a Time Warp on a one day exile. I mention the 90+ casts per second because the more spells you cast during a 10 day exile, the less value the extra casts of a Time Warp will add. At least that's how it appears to me watching the bonuses of Quasi-incantation and Manifest Twisted Reality rise slower the deeper into an exile I am (except in the beginning).
I'm also not going to fully quote that either because we clearly have significantly different end game approaches. I'll give a brief synopsis of my style.
When I hit the point where daily exiles aren't very good, I switch to my long exile phase when I've reached a non orange dust cap. While I'm waiting for the cap, I do splinter experiments to keep orange just under the cap. Once a non orange dust hits the cap, I do an experimetns phase (with realm upgrade respec to maximize enchanting dust). I spend my enchanting dust and maybe I level a memetic. I respec my realm upgrades for pure profit and do a burst. After the burst I respec again for buildup and maximum catalyst income. Then I rinse and repeat, experiments, burst, buildup phases. By the time I've reached about 60 days a burst gives at best 1e2 per day, usually less. So for me, a Get Mysteries is only going to give 1e20 mysteries, at best (more likely 1e10-1e15), a second would at best be 1e12 (more likely 1e6-1e9). So maybe you do get a lot of use out of Get Mysteries but only because you force that setup and I'm not sure there's value doing it that way.
Memories = (log10(myseries)-360)^1.67 (before other multipliers)
e1404 myst -> (1404-360)^1.67= 1.10e5 memories
e1519 -> = 1.31e5 memories
This is in fact a 19.07% increase overall as you said. However, these memories are split over 3 effective exiles not 2, so the GM are responsible for a little less than 2/3 of these total memories. Assuming I gained 40% of these mysts/mems in the initial Burst (before I used either GM) then I would have reached e1450myst and 1.18e5 mem from the burst (7.47% increase out of the total 19.07%). This leaves the remaining 11.6% of my total memories to be split across the bursts from my 2 GM.
Even if we take your example where you assumed about 50% of the total memories were from the GMs, that still means that I spent 2 GM to double the effectiveness of my single long exile.
I'm not saying it doesn't give a boost - it does. Just not as much as you seem to think.
The chance of getting cdust from trials is about 22%, so should be easy to quantify how much each rune is worth. Trials are also a pretty significant source of splinters, so should consider that too.
For the conversion issue, assuming you convert all red dust, you lose 1/6 of your total cdust. That's 0.5-1 rune per real-time day, if your average cdust income is around 15k-20k per day.
There's also attributes. In my experience, each GM is about 60% extra mysts (logarithmically). If final exile goes from e1414 to e1484, two GMs would take it to about e1550.
More than just adding more mysts, GMs change how active you have to be. It's probably more efficient to do multiple shorter exiles, but a single 40-day exile with 2 GMs thrown on at the end is convenient for lazy sods like me.
Plugging into a get mysteries for an extra e40 mysteries for an example:
Extra profit from mysteries - e40
Extra profit from more sources - ~e5
Extra profit from attributes - ~e1
The extra profit from sources and attribute also increases the sources you can buy, so loop that in once - ~e0.75
Total extra profit ~e47
-> e23.5 extra mysteries at about ~59% of the original. So the 60% checks out with the maths.