#BurnORF (v1.0): Borf-based Infinity Grinder ft. Pine and dfirestorm
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what?
locks
oooh, how they move
module tiers in the 50s and town perks damage 27 and power stones 27
you only have 54 skillpoints?
no
tf you mean 54 sp
sum(1, 27) is not 27
oh right, it's not like that
fluff, I understood 27 skillpoints in them
haha imagine
that's... a low module tier, I think
it sure is, you kinda want a tier over 100 at minimum
how many are we talking
e20 in total?
I'm probably overshooting it
maybe just e13
I haven't reached tier 250 modules yet, so I can't say for certain
i mean nobody did
no... that's for early
oh
i guess check #1144705871486648460 first
you would preferably want these
#1144705871486648460 message
t!math 100000 * 1.5^50
63762150021404.96 @misty carbon
that's a lot of mullah
6.4e13 fragments for the 245->250
wow those are a lot ofbps
@golden dock has earned the Ember role!
if you're talking about #1144705871486648460 then it's one for each color
okay I saved the date of the next one: <t:1714821000:F>
nerd
the highest difficulty in chaos you can survive in, I think
or maybe the highest infinity in chaos
ill play around anf figure it out
it's difficulty
well, first of all, let's stop talking in borf about stuff other than borf
lemme drag you to #infinity-phase
alright
Why is phasing in there when you have no shield in there?
guys where is the bp
how do i get borf
we've talked about this
Borf - ship 3 weapon 3
(#perfect-space)
ok
I want to import the AI but it doesnt show up. Is this a common issue or rather how can I fix it?
ai is in a different message from bp, if you didn't notice
make sure you triple-click the import code
or download the file and copy the code from notepad
selects the entire line
hmm thought 2 does that but thanks a lot for the help
double click selects a word - gets interrupted by some separators
triple click selects a line - gets interrupted only by new line character
ohhh well that makes a lot of sense
you've been summoned to smelly spark failing to copy text correctly
@subtle tiger you have indeed been summoned,
now answer for your sins
oh shit i didn't turn off ping reply
Quick, post a new version of the BP to justify the ping!
I SWEAR I HAVEN'T DONE ANYTHING
maybe I should put that in the pinned message .-.
the message i'm replying to says otherwise.
this^
oh
I was messing around a lot and might've made an oopsies?
I'm quite unsure tbh
all I know is that the one I used didn't have that issue so fix it yourselves yall ๐ ๐
if you're smart enough to notice it you're smart enough to find a replacement
(or add a shield)
fair
yes but people aren't smart enough to notice how to make a blueprint in general
I blame base64 encoding including word break characters in their character sets
And smelly sparks not triple clicking Kappa
there's literally built in copy buttons in software
become ember now so you can bully them back!
great...
now it's time to make up for your sins!!!
seriously though plz update burnorf
the ui is so different
I have no knowledge of the game anymore
yeap, and next update changes ||main menu ui|| (this is not really a spoiler, it's there just in case you want to leave it as a surprise)
along a lot of other cool stuff
we've only been waiting like 2 months!
man I remember when this game got updates every two weeks
didn't we say 1.0 was gonna happen before 2024
well, the devs are making this update really big for some reason
the final updates before 1.0 are probably going to be pretty big
meaning again no update in a while then? (after current drops)
me no likey
guys I don't deal infinity damage anymore
my t165 offensive modules ๐ญ
any new frag bps?
what locks do people have
Tweaking them or hybridizing with the old ones might help
Or go down 1 difficulty
I'm at 2e103 anvil boost with my lock, although the BPs can run slightly lower
I have my locks documented for the last few weeks, but not at home
I have chimp 100b and chnm 100b already
just sad I don't deal inf damage ๐ญ
E14 nature and tower damage
not really e14 frags
Just the boost when locked
learn formulas
I have 1.5e12 reds, should I just get my modules up at this point
ugh shut up I haven't played in 8 months I forgot how half this stuff worked ๐
You can grab a pentalock with that first, then do the modules
(you get a ^1.25 boost for lock and a ^1.1for fire stone toggle, up to a ^1.375)
Yup, about right
or just change your clock to may 4th, 4:17 am
boost is like frags * 0.001
Maybe the 5th...I don't remember
my e14 lock used to be the best thing out there why is it so common now i can't brag about it
well, the best thing ignoring neon's lock
E14 tower is insane
But I only started farming I suppose
nuts
not e14 tower, but like 2 or 3e14 of all the others
i might be able to get a better one nowadays ig
e6 for all except blue, and yellow which is close
All reds are e14 for me. Tower is much better for dps though
also probably outdated
for red mp has 1.3e6
almost double mine ๐ญ
yeah okay here he comes to flex
Yellow can go to about 980k, but I'd have to run it whole day
welcome back burnORF guy
YOSHI
Nobody has time for that
and all these are done on chimp 100b with inf damage I'm assuming
oh hi triangle guy, hadn't seen you in a while
not all of them
Only Red
red
yes
Others are DRImp 100b
oh
or chaos nightmare
i believe blue used to be at least
very bad
That's not "these" though
ChNm works
The previous non-Reds were ChNm, yeah
oh okay we're chilling
well different mechanics so might not work, kinda depends
Current will run there too, but suboptimaly - they have some DRImp specific adaptations
i believe blue still is maybe not after sky blessing
Current Blue is DRImp
we were all so concerned about max killrate and reducing non-farmable modules
ChNm Blue was 601k
ffs i am not running blue on drimp
Need uber locks for purple
Blessings of the sky provide inmense defensive capabilities
That's still important
well of course it's important
But Contracts are too, and difficulties
okay move to #infinity-phase
Actually, with damage town locks they might be easier... but factory changes need PP boost
okay but seriously ||x% to be immortal for 0.5 seconds when hit with either Light or Air damage, if not triggered then that specific enemy can't trigger it for another second, but other enemies can||
x usually is around 20%
On this topic, I have an updated version of BurnORF - I can post it here if you want
dms for this one
it's c13-2
anyway i gtg
well, too bad
x ranges from tier/10 at level 0 to (tier+2)/10 at level max
This might be a stupid question, how do I get to the top of this channel? Is there a button or something?
top message is pinned
Oh i forgot about pins.
Thank you!!
fair, i had T200 mods
it spams super multishot and super bounce super fast
like what do i have to do to make it start
there are 2 versions
one is for beginners and others for experienced players
what do i have to do to start the better one
pretty sure the difference between the two is infinity modules
so normal one should be stronger than lite
approximately how much module level would be needed to get to to inf 100b on chaos insane?
idk, it also depends on your anvil and other bonuses
how much did it take you?
I don't have I100b on chaos insane yet
I can definitely get it, yes, but I don't want to
i got all anvil bonuses which were specified to 10m perm and also 10m temp
i got attack module to 140
all others to 85
I believe purple modules matter as well
rly?
yes
but not attack chips are very hard to get
mostly because purple modules are most times disabled first
for those we have #1144705871486648460 and #1227586381929386036
not really
you can run them whenever you want
for frags i need 100b and for 100b i need frags
it's just they have higher efficiency at i100b
wow @high mulch you were right. this is a champ at inf push. about 10 minutes in and I went up from 50 inf (about 100 inf average across 90/90) and now I'm at 150k Inf on Volcano Nightmare.
thank you for the recommendation!
yeah burnorf can do almost everything to inf 100b
when I start to die around 2s into the fight, I know that's my limit and I need more anvil and BP levels, right?
sicne I just hit MT15 yesterday or so, I only have level 65+ modules
no it's just that the bp can't do some of the impossibles to inf 100b
due to not dealing enough damage
It can get there with a few tweaks (although it'll be a bit harder with Uni. Gift fixed)
I'm confused about what the uni gift fix changes
Before the fix, the damage boost would just keep climbing, since all the penalties were dumped on Neutral or Universal
Now, on a Borf, it'll reach a limit pretty quickly
lmao I just used glassorf
it's uhh
somewhere
I made my own, but judging by the name, it's probably similar
ah, i see
I've posted mine somewhere in #infinity-phase
shoreline being added does help burnorf, right?
Yes
i can't use a glass cannon right now because my fps isn't being good right now
The one I'm using: #infinity-phase message
I'm still using the base burnORF i think
Still works after Uni. Gift change, nice
ok so it just seems like glassorf broke at one point or another and idk why
mp wtf is wrong with this disables script from your thing
Hm, my version is unstable if I leave Uni. Shield on T1 by accident, but becomes lag-invulnerable (as far as I can tell) at T5. Glassorf doesn't have Uni. Shield (or Daigo) at all, so that might be a problem
It worked fine for me and Woot
why is it like this
As long as it's switched to the battery foundation. Or whatever it's called
Way more damage
I think I changed like 2 lines from the official BurnORF one
I'm guessing the original AI was made to handle multiple BPs
And I did just a quick hack of it
Yep
And since the BP does everything I want it to do, I didn't bother to clean it up
it seems to slowly creep down on energy and then dies
I removed the package and reimported it and it still had the same problem
What are your module tiers?
more tokens will fix ya
I think I found a fucking problem
my universal shield was t1
I kinda forgot about that
I think it might've been module cooldown or something like that
already forgot what I disabled in town stats lmao
Well, as long as it works
What do I want my museum power stones set to?
all Nature?
mix between Nature, Light, Earth, Darkness? if so is there a ratio like 5 Nature: 1 Light: 1 Earth : 1 Darkness?
all for bonus to some Neutral?
5:5:4:4
nature light earth dark
Last I looked, I'm dying really fast when I start Chaos Impossible. I am new MT15 so my anvil bonus is low (e6 or something) and my modules are only level 67 or something and I was still maximizing power stones for neutral (although they are all T50 power stones)
What should I look at first to make chaos impossible inf 100b possible with BurnORF?
I'm currently in first climb to inf 100b on forest easy ~37 hours in at the moment to get first 100b inf and get some fragments to get going further
Well, you need to deal literally Infinity damage. (> 1.798e308)
That's a possible task with at least e13 damage in each of the 5 damage nodes and about T180 modules. Or somewhere around that.
ok. thanks! good benchmark to reach then.
until then I guess I will work on water stone regions to inf 100b.
Thank you!
Looks like I have a ways to go since on forest easy I'm dealing e162 to e168 ๐
so then I'll focus on red frag farming until I reach e308 damage (while working on regions for water stone and 400hr)
my push run died at inf 1m on Volcano easy. only doing about e180 damage though. perhaps I should work on Winter for water stone instead of volcano for 400hr shipment at this point. I've only finished one 100b inf so far and it was forest easy since my damage is low.
EDIT: I moved to Underground easy since it's still doubling up on regions for 400hr and is below Volcano. so should be able to beat it without death
EDIT2: after DeLaney comment, ok moved to Winter 3 for water stone.
Water stone for sure
ugh. died in winter at 1m too. I don't think I can handle Universal enemies just yet, not enough damage for them just yet.
I moved to beach so I can work on water and not deal with universal enemies and their resistance
dead in beach too ๐ญ
maybe I need to do BurnORF Lite for right now
and lite dies in same spot ๐ญ
Restarting from infinity 1 allows the "gift" modules to ramp up. But ultimately you just need more module levels
yeah. I think I'll just get more modules. no reason to start from inf 1 to get more "gifts"
I have plenty of regions to progress to inf 100b anyway. no big deal
I'll at least try to start with Forest Nightmare. and see how that goes. modules are level ~78
so far so good in forest nightmare.. approaching 3m. ๐ค ๐
for upgrading modules, what is priority, just click 100% max all for this BP or do I focus on super bounce and the focus or something?
Yes, 100% + Max + All. Although if your Reforge Levels in Infinity Forge are higher than your current tier, you might want to use that instead.
what wait?
I need to look at forge some more. I'll bring this over to #infinity-phase thanks
How does BurnORF survive enough to get started in Chaos? I'm dealing e222, so clearly not ready for chaos impossible where I need e308, but that should be enough for chaos nightmare according to the spreadsheet of enemy stats:
#infinity-phase message
But the enemies in Ocean Nightmare sometimes kill me while I'm getting setup with secures.
Is it just more blue frags to boost Granite Foundation and purple frags for eternal wall?
If BurnORF gets hit on higher difficulties, it dies, unless the hit is blocked by Universal Shield. There's not really a way around this besides one-shotting enemies.
currently I have only e84 total HP
so with e222 damage, I'm all set for at least nightmare since I'm oneshotting all enemies, but I need to live long enough for dark disable I think. maybe I just need to get lucky?
fireball, I know you said I need e13 damage in each of the pentalock. when does that usually happen, how many total frags do I need to have for that roughly?
I'm... not sure. Around 5e11 of each?
getting to T180 will happen as well, but I'm probably at a point where I need to farm more frags since I'm already T130 offensive modules.
So I'll try to keep at least 5e11 before I upgrade modules further.
thanks
my frags are typically around e9 I think
so not too far away from your estimate. I'll see if it helps before my next inf 100b climb after this ocean nightmare
Focus on purple for lock first
I have the pentalock from the calc
so it's just frag farming time I think. I could set my clock and hammer a bunch too, but not sure how much to hammer before it's better to just farm more frags
Just lock, don't hammer
great. then I don't have to worry about setting my clock again. I'll just farm up e11 frags or so as fireball had suggested to be able to get to e13 damage bonus with T180 modules to be able to reach e308 damage for ChImp farm
nice achievable goal after this current push in ocean nightmare. thanks!
the game uses the amount of frags you have at the time of locking to calc the bonus, you will need to set the clock again in this plan
At this point you should really get all your Era disables to be free (and thus instant at the start of the run)
Also, e222 is slightly short: Light and Uni tanks have e223 Shields, bosses 6e223, and Uni. enemies also have this:
How do I get era disables to be free?
Upgrade them in Workshop until their cost becomes 0 XP.
Oh! That explains why I keep seeing e6 for them. I thought I needed more frags to see a digit change. Thanks!
Oh, you mean the tab where I got them to 950xp to unlock the experiment? Ok ๐
Yes.
So then maybe I can do chaos insane instead of nightmare?
That should work, but you are pretty close: I think something like e226 should be enough
Probably after I get free disables, relock, and do some more upgrades, I'll be ready. Thank you all for the great information!
Just to note. I didn't have enough damage for ChNM at e226 min damage.
I failed at e234 when looking for minimum damage in floating text at around wave 2.5b or so.
I tried again at e237 min damage tick and that seems good so far. I'm at inf 5.5b and climbing so far.
I got e237 with like 26 or so tower damage and power stones in town perks and I have e9 for penta lock on all fragments.
Universal tanks so far have e207 health and base hp is e186,
just noting in case others ask for min stats for ChNM
https://docs.google.com/spreadsheets/d/1tMdro3Sx55s2Wc6itew8ZmNhF34VKqdU6v9Djmt2Mpk/edit?gid=0#gid=0
this exists too
shield is probably easy to get from hp
well then our calculations for the shield were off
mp said that e226 was enough and not even e234 was enough
for ChNM and that sheet has base HP of e200
what is the correct calculation for shield?
e226 looks good seeing this, assuming enemies dont copy resistance modules
go through your damage amplifier modules and town stats, this way you can see your lowest possible dealt damage before crits
I had these blocked when I died:
yep that is hp boosters disabled
also eternal wall in general is useless
your plan is to not get hit
or block any hits
via uni shield
and PotC
I just copy BurnORF, I haven't really given it a lot of deep thought
you should though
probably. but what I did was pause with floating text and look for lowest damage numbers for a bit. lowest I saw was e234 and I died that run
currently lowest I see is e237 and it's going smoother
and keep fps >60
but when I died, I was running at over 500 fps.
I don't have lag problems on this PC
but just in case, I had heard from someone that having too much could also be a problem so I turned on 300 fps cap for this run just in case
yea
I was told to keep above 180 at least for x3. can't imagine pushing without x3 going
but yeah, I think probably too much fps could be a valid problem. if the the math checks out for beating shield.
btw, where did you get the 2^8 factor from?
I understand the rest of it.
uni res
Yes
yeah that matches the uni resist I see in game. thanks!
except that its 100(1-2^(-8))
gotcha
so then e236 should be enough for DRImp?
please show me in desmos formula, I don't think I follow you
oh this:
(HP*1000)^1.2 ?
so then becomes this for DRImp? e260
bosses also have additional 10x hp
so then another x10 for bosses?
10x to hp, yes
adjusted ChNM numbers for bosses as well:
so looks like:
- e227 for ChNM
- e262 for DRImp
- e308 for CHImp
e.g. 1.8e358
I thought inf damage was e308.
yes, but inf enemies need another e50
for some reason I recall seeing that around a bunch. perhaps I wrote it down it wrong?
so with inf enemies you need another e50 to get back to infinity?
Yes
I was hearing I need this:
#1140396334558478347 message
you need to deal literally Infinity damage. (> 1.798e308)
That's a possible task with at least e13 damage in each of the 5 damage nodes and about T180 modules. Or somewhere around that.
#1140396334558478347 message
that's about 5e11 of each fragment before pentalock
do I need more in pentalock than 5e11 of each fragment with T180 modules to reach damage numbers for ChImp?
I'm trying to understand the floor of infinity damage I guess
just go through your frags, mod tiers, and other damage stats
pre crit?
each anvil tier gives 5 tiers to mods, each giving >2x damage
and anvil stats for X frags can be gotten from the graph
for calculations, I should basically be looking at super multishot damage and ignoring other modules for finding my lowest damage dealt, right?
natures touch, and splash, thats your base damage
so ignore fracture right?
for crits you can multiply by their mult and by their chance
np
Tbh I don't think I ever reached stable inf damage with borf builds (two runs died in like 2 hours), so instead of that path I'd recommend https://discord.com/channels/488444879836413975/1239206059508236409 for chimp 100b as the slower but more stable alternative
That's weird, were some Era powers still in play? Could also be an attack speed issue
ChImp Champ should be able to get there with lower overall stats, yeah. I've posted an updated BurnORF in #infinity-phase for Woot some time ago, and it seems to be perfectly stable - I couldn't even kill it by inducing severe (and prolonged) lag spikes
All era powers were disabled, I had Max kills/s according to the table in the pins of #infinity-phase .
So far, the leading theory is that I had too much fps. Limiting frame rate to 300 seems to have helped.
๐คทโโ๏ธ
EDIT: I seem stable at ~18 hours in and inf 23b and climbing. maybe fps over 300 is actually unstable in some cases and I was hitting it earlier?
are you referring to this BP you posted when talking with Woot?
#infinity-phase message
Yes
It could've also been a random lag spike, you could try using some form of Lag Saver AI to prevent it (e.g. you can adapt the one from my Fragment BPs)
Make the window as small as it allows also
You can disable windows updates for a week if that doesn't concern you
Why don't I have any energy, or is that normal?
and how to make it not just explode 90% of the time at the start
Get free era disables
Specifically getting darkness disabled helped me live a lot longer and now it's fine for me
I only reached MT15 (and beat the final boss) today
what would be the fastest way to get kills?
this bp is one way
would I go on chaos easy for kills?
yes, that is good enough
yea I need to get that done bc I sometimes die as early as inf 18k on chaos easy to dark enemies
here's my dark idle hits/kills per second
lagged and died around 80b on ChNM.
this was 300fps capped so having too much framerate shouldn't be an issue.
damage isn't an issue as I'm way over the e226 required.
I started it up again and after 15:43 it failed at 86.4b to getting hit by Electrivity damage:
I used this BP/AI this time like you suggested: #infinity-phase message
Before I quit the death screen. any other stats page info that would be useful to figure out what is going on?
EDIT: Before this run, I had maxed out era research to get free disables across all elements
At time of death Universal Shield, Daigoparry and Eternal Wall were secured
The archer that killed me had mimic'd the following modules:
Anti-Universal Crit
Knight's Boost of Power
Nature Subsistence
Nature's Touch
Dark Sacrifice
Light Crit
Energy Regeneration
Shoreline Boost
Darkness Focus
Nature Impetus
Basic Bouncing
this should only die under one of three circumstances: too low damage (things donโt die in one hit), too low hit rate (range too high or low; or attack speed too low), or lag
my damage was not an issue since I'm doing over e237 and the minimum required to one shot is 1.6711507497 * 10^{226} in ChNM
My kill/s is maxed according to BudEBoy's table: #infinity-phase message
I have no idea what could cause lag. I used BurnORF and lasts often for hours and hours like one would expect in a push. this last time (before the the 15minute run) it went for 25+ hours.
I switched to mp's more stable version that he mentioned (I linked above) and it dies in 15 minutes.
when I run unlimited I typically have over 800 fps. I capped to 300fps since I've heard having too much fps can also cause it to be unstable.
I dunno what else could be lag. perhaps I just shrink my window more when doing BurnORF runs but it's silly that I have a machine that when running unlimited is giving 800+ FPS that I have to shrink the window down and cap framerate when pushing.
I've started a new run at a reduced resolution and we'll see if this does something I guess
how specifically do I verify hit rate?
is that kills/s ?
if youโre killing in 1 hit, yes.
also look at how close enemies are getting, they generally shouldnโt really be visible (or barely visible) before dying
That's how they look
Dead when barely visible
You can see in the death screenshot above that no one was near me.
ramge increased archer could do really bad things
especially during a lag spike
lag is just random, there's lag saver scripts that save you if there's lag
I saw that on the extreme frag farmer. I'm not sure how to take advantage of that with the BurnORF AI.
Looking at the discord server history, it seems I'm having a similar issue to what Luna had a few months ago:
#infinity-phase message
ChNM just be like that it seems ๐ข
if I wake up and I'm still not at inf 100b from inf 87b currently then I'll use lag save set to 180 fps or something
usually the problems only show up on the last few impossibles
just because of how massive the scaling goes up on the last few
one thing you can do is turn off dynamic rendering
though that only works if you can still get good fps without it
I don't use dynamic rendering
I get fps of 800+ in Forest but I'm chaos I'm around 550 or so.
I have it capped to 300 since I heard that having too much fps could also be a problem
there's no point in uncapping fps for the most part
Uni. Shield wasn't accidentally downtiered or anything like that?
Otherwise, I guess the differences would be in module tiers: I had Red 215 and Purple 185 when I was testing this BP for lag, it's possible that having more Tiers in Super Bounce, Google's, or Knight's helped. Or better CDR on the Anvil
I also didn't use Turbo with this, I guess it might've changed something?
(Also, I've updated BurnORF for more damage and 7/8 Contracts, and then checked if it was still stable, which it was. But regular BurnORF was also stable for me - neither ever died to lag if I recall. So it's possible that mine is less stable, but after certain Tier the difference doesn't matter?)
I ran some tests again, and I managed to get it killed on ChImp (not ChNM) by lowering my damage by a lot: I found a range where it seemingly kills stuff just fine, but gets overwhelmed if it lags, presumably due to some side-hits (or close-range hits with lower Impetus bonuses) not reaching Infinity (I found such a range for both versions of BurnORF)
Ok so maybe since in only tier 130 for Red and 90 for others means even though the math checks for game requirement, the is a hidden tier of last requirement for certain regdiffs. I'll try tiering up modules more. I was going to try to farm up to T180 next anyway. I'll focus on red and purple
I can also turn off turbo when I'm pushing
After the tests, my best guess is that you had enough damage to kill enemies at the distance
But not enough if a lag spike allowed them to get near
'cos there are I think 5 Impetuses in that BP, and losing their benefits will be pretty big
No, not that many
But still some
Oh, Chained Ball also acts differently at lower Tiers
So that's another potential factor
Ok. I'll tier up some.
You also mentioned cool down in anvil. What should I try to achieve with that stat?
I'm not sure, I think I'm at 0.892 or something like that? But that's quite expensive, and I think it was fine back when I had something like just 0.9
DR is usually a bigger pain to run than Chaos
'cos enemies spawn much further away, which causes issues on some BPs
Okay then I'll farm up and test in DRImp since I'm at 90b+ ChNM now
I'll also use the lag saver
I'm also running a longer test with my version now:
Which may be too many variables for a good test, but it's at least something
I resized the window quite a few times over those 5h, and also did other things, including playing other games
(Projectiles are invisible 'cos I set them to lowest possible elevation, just in case it helps with rendering)
Oh! Interesting idea
I raised mine slightly so it came out of the "head" of my tower more
I set the height to 0
Why not set the height to -1536?
orbital cannon
It's negative.
i mean, they are still rendered as that is how tower testing works
oh, earth core cannon then
orbital cannon was placed on the wrong side
Interesting, games usually skip on rendering things that the player can't see (they will still calculate where it is, just not do the graphics)
its not always present
Yeah
well, projectiles may not be rendered in full, but they are rendered in some capacity i beleive
Ah, so there could be a difference then
(As in, lower GPU load or slightly better fps)
if only we had a direct control over wether to render the game like in TPT 1
idk actually if it just made the screen black or disable rendering
i mean, dynamic rendering
black on web, disables rendering on steam
tpt 1 is on steam?
I usually have that off, unless I'm using something ultra stable (e.g. ChImp Champ) - focusing the window results in a big lag spike with dynamic rendering, and I also seem to be getting fewer fragments on dynamic rendering
oh, thought you meant tpt2
Technically, yes.
just not out yet
Well, fewer kills in general
i guess i need to too
what
got that now
thing is it doesn't disable the free removal manually
also I sometimes still die (on universe insane rn and randomly die after 50k infinities)
here's a brief video showing my current setup (I don't die during it)
like I ended up randomly dying around 85k for no reason
i would like to su the death screen
alr loaded chaos hard, will post death screen once I die to anything
didn't take too long; electric era power was disabled and I had no debuffs at the time
so was light as well
here's the dmg I'm dealing as well
that is indeed more damage than you had health
yea
those enemies are getting far closer than is ideal, how much fps
my electric resistance is the lowest compared to the other elements
fps limit is 60 atm
60 is the best for x1 speed. 180 is the best for x3.
that isn't ideal, since there isn't a cap to the ideal fps, set the cap to 300
higher fps doesn't help (wizards keep slowing me and it wastes energy spamming dispel)
they have 10 meters of range, not 25 though
Dispel should only be used if you have debuffs, which you shouldn't have.
it doesn't really matter i think
ok
what is your actual fps
how to check that ingame?
ok it ranges from 100-140 fps
when I feel my pc from below it, it feels a bit hot. Could that be causing it?
turn off floating text
fps is now always 140 seconds
still getting hit occasionally tho
then got blasted by a 2e90 hit
turn in dynamic rendering and click off, or make the screen much smaller
doesn't change the fps and I'm still dying
gonna give the pc a 30 minute break and see if that helps
are all graphics settings set to the minimum?
Yes I think
getting some impossible infinities and it's so annoying that enemies keep rushing through and one-shotting me even on maps with fewer lanes
how'd you get so much fps? I can't go past 150 fps
I spent $$$ on a PC
even still though. I am using a lag saver to manage sporadic lag that causes BurnORF to die.
I repurposed extreme fragment farming lagsaver 120 for my needs.
I changed fps values from 120 to 140 since it seems like 180 triggers pause too much
and then I changed the last goto to a goto if so the script ends if I leave tower testing.
I also added the impulses
AI import:
tZRdb5swFIb/ypTbXZSPelJ2Zwg4ZQkNtGDsaRcYbyHB0HQESDLtv+/QdF2SJVKnqUZCAo4P5zznff1jUGffF6t1Pfj47vPA1jY51/1clvF2eh90eI5hcZPRtZIJ9rnhrvkdangit8KMG46fltffRuWmZYZbTyqu2O6myYxYs4nfisrXGEWaheOAJfGOB8jgdNrwymtFBN9Nr8g2bp6VSkuJriRRy0kZtpJ6NQ//8X2wKqCuhSBRI6hqRpW/zMpYiQUyUxpqqY0Kh7rbNAkfBI21tK+DDHVWbtRhrfh6PM7C3Tj71l0d9+A8jsyXnA+cqiodB8AhXwoD7SRxG4kD69Mctdk4XAnjupG0ABbqAw9OYw6fb9OS76+2O4nr0I6ZnuIUchmqkGTecOuNeJ3r7dK/jvqZ7pWAR4vZaf3zM/X/N6+ZS6L1+/rrXfU3r+HL/1ISr7iRa5MyuOUG6DXxVmyLKmGGbUrZDTOGTWaGuagC2+rLt1zIpXcM4jL4dsAJtKKrCeiJ0WOtWPgmn51l0S+94hQp4Afc/Dql/vdTn/BLPgndP3srmYNmdVEBo0s1Xpzx2Tl1p3OabLznHmPg7+eCxEVI4loS55CTg++7w+fRPp+NWdSfDy+MlwJqSDtUiz6X/eT57aSUSh7P3o2Iq2dGND3YC+eNOmKC0ePeHaK4cqhUAs6n3rvScFdyHDfQb+1QiE+snsGu19FvX7/K790zlhk+9Xvr9MxpBLoEHcPcOA0dTjcaO9anPVtqb8Hllbr1K9bPDnqPydCE+IgnPvSLqsGXn78A
would be nice to have it end if tower dies so I don't get multiple instances but for now I can see if I got a lag spike that this couldn't account for and lets me adjust values
You use ``` for multi-line code blocks. (Copyable with a click on a button in their top right corner.)
And ` for single-line ones.
Do you have a suggestion for how to get this script to also end if tower dies?
Not sure how to do multiple comparison with in game editor for the go-to if.
If I did, I'm sure something like if in tower testing and tower not dead would work
Close all the menus. Go window mode and shrink it down as small as possible. You will get better and more consistent frame rate
Maybe checking for 0 HP could work? Or you could have a main that closes and then starts the Lag Saver
I think I got it working... not sure though. I'm in the middle of a run and I'll see what happens when I get 100b or die or something.
the lag saver seems to be working most of the time though.
I found how to do AND in the game.
I think the check is:
if tower is active and tower hp not 0.
At least that is what I'm trying
The first condition is redundant.
I don't think I follow the logic of the extreme frag lag saver script.
I think it reads:
1: set a local to the pause location
2: go to line 4 if the game is not paused
3: mouse click pause
4: wait until the inverse of the difference between current frame and previous frame is < 140 i.e. 1/140 < timedelta
5: mouse click pause
6: wait 0.1 seconds
7: wait until the inverse of the difference between current frame and previous frame is >= 140 i.e. 1/140 >= timedelta
8: mouse click pause
9: go to line 4 if tower health is non-zero
a more common language summary: I think this in effect will make sure the game is not paused, make sure that the framerate goes below 140 FPS it will pause, wait 0.1s and check if the framerate got better than 140 FPS and unpause. correct?
So my question is, why when I wake up the ai in town does it turn off the script after ~3s?
Since the frame rate never dips below 140 in town, it should almost get stuck at the first wait until on line 4, right?
ideally I want it to exit when not in tower testing and if in tower testing and the tower dies, it should exit and a new instance should start up when a new round starts.
It kinda works now, but I don't understand why it actually does when it should get stuck in the wait until
Updated AI with the changes discussed of using tower health instead of tower testing and no redundancy:
tZRdb5swFIb/ypTbXZSPMqmTdmEIkLCEBhpw7GkXGG8hwdC0hI9k2n/fIekyyBJpU1UjIRns43Oe877+MSji59VmWww+vvsyMKQmobKb8CzcTedejZYIBlUJ3gq+QC5VrC190Eq64DumhiVFh+G0r2HWVESxiklOBdmPy1gJJcN2K5a7EsGapKPQI4twTz1NoXha0typWAD/VSeNGyuJMyFFtiy4LdaTzK84dgrq/+d3b5NCXitmByXDohzm7jrOQsFWmhphX4oMLTWxtYsW/iPDoRS1edh3Mska0c0V3Y5Gsb8fxd/rm34N5tNQPcV8pFjk0cgDDsmaKdqe21bJkad/XmpVPPI3TLktOU6BhfhAvfM13fl9lNHjU9Vn62ptT1RHUAyxFJFye1lS/Y14Xart2lm9eqZHJaDhanae//JC/q/mNbPsYPu++PaQ/83r7nReZIcbqiTSJPPuqQJ6XTgbstNypvpVhMmYKHdlrPoJyz1Db9PXLYgl1wTWxfCvwwm0IosJ6IngvlZ0NE5mF1m0Q84p1gTwA25uEWH3+dwn9JpPfOvP3pwnoFmZ5cDoWo5Xe3yxT/V5nyaN81JjCPzdhNlh6tthwW2zy8lE87o7Hx7jGYgE7f1wYrxmkENUawVrYxkHz+8mGRe833srsC05VoJpZy/cN6LHBGlPR3ew9MbEXDC4n1rvcsXa8FFYQr2FiWH9Qm8Z7Fsd/fb1P/m9fsEyQ+d+r8yWOQ5Al6Bj6BvFvklxI5G+Po3ZWnoLLq/UbSMxlYv44GcLerns7oWt/RrG80s1HManwdefvwA=
I guess it does dip below 140 during a very short period of time? And yes, that is how it works.
ok good then I understand it. I just didn't expect it to dip in town at all. thanks
I think you can just add a condition if Game: Is Tower Testing to the script (the green one).
I still die random times that I actually die even with the lag saver? so maybe I need to increase it to 180 since I'm running in x3. it just pauses more often since I guess the game has more fluctuations in framerate per frame than what steam shows
oh good call! I'll do that
I mean, there was Game: Is Tower Testing without Comparison: Bool, but sure, that works too.
updated:
new AI for others if they want it:
tVRdc6IwFP0rO77uQxGbHdmZPkRB1FUqsSWQnX0AsiPaBGn5ENnZ/76X2g+kOrOdTi9PCTc355zcc/900vBhnWRp5/uXn52hUkasa0VcOvv5zWqHVxiC9TyaCe5ii6mjjC1Rzly+D3pOzrBRJ9w87SdhlxRcdfaO6VTcFDnb3dX/rwNT23h0l0PdzXyNKubaE0/V8rBHoiC2jYEziLhrCT1mwtsjGUots1WtCCWpDDra+y7ZBtRRfDrPmal1PVmK9+4PJWCj0xRwZj69vA5Va8+ok89inrAx2c6kTTx3mnAzyphLEsBxBxzXgXnbxKqvQl6O57y80PtHHPByu3ipKSPhU77lQ3Q3NK0iiC3Fo0gZYONel9oOtCmCNer6S1T5biLaOc01RvdMHr6LVt6DHlubUDoCavV8ShQf7vskvU5yO3u2iX+HD3E9aeO/P4X/w3r1b9my961EP36/1av3ct+WURH7Yxt6GMWMIhFKsZlJXnBTS9gq2gQqgh4e5RxPHpvcoFDLHUSQVwXq5SvXmCQBvc1Bn6jVKwZeG9pJLSB0ykUAPqt189Qy8dS07ZP4nE+MxlmujhI+dnLQKD2H8V3vtMBt3QrjiSOnqPLUUcooMRgtFc9u6mQPFri5nh/qTQbSxt2GxlbqU+tBl2VR15rVnq8mOVMd5fhex/Zcp2J2+Xo25pF/rIkuk4M78ps+gRowm6a1d2FmCQXwAt8dgfwsNGsNrLqPnn39X35/fq/+G7/3l6B5Pfe6gBnerRTMICIYk+iYx+Trwv4MXT7Wt/r4MKtrPwN2xT96OwO3OEQnOTzG1VXn199/
thanks for the help
even when it's as small as possible the fps stays the same for me
as for enemies leaking, idk if that's just skill issue and I just need to upgrade modules (they're all around t100 rn)
This is still unstable for me even with the lag saver going.
I think this just has a large stat requirement similar to that of the extreme frag farming setup.
If we want to have a stable climb to higher chaos with lower stats, we should probably look at #1239206059508236409 message
ah ok, but I can do up to e214 dmg
also, I'm on my better pc with 250+ fps so I shouldn't die as often
additionally my fps appears to go down to ~230 when I minimize it as small as possible
I am doing e237-e244 damage depending on enemy in ChNM where we need at most 1.6711507497e226 damage. I also have max kills/s see screenshot (div by 2 to get kills/s =1772.5) according to BudEBoy's sheet (1767.6) pinned here: #infinity-phase message
and according to steam, I'm having a consistent ~450+FPS with common median of about 600+ FPS.
and I'm also running a lag saver (since 90b) that every time the game thinks the FPS dips below 180 FPS it pauses the game until it gets above 180 FPS at which point it un-pauses.
The point I'm making with all of this is I have WAY more stats that seem to be required, much more insurance for lag spikes which should be infrequent in the first place.
AND I STILL DIE! This BP was only really stable according when you have much more stats than I do and more likely the stats that are in the Extreme Fragment Farming thread or somewhere close.
It seems to work fine when there are fewer lanes as I had zero problems with Forest Easy for example but that has 4 lanes of enemies instead of the 10 that are in chaos so less dangerous when there is some very infrequent lag spikes that are simply not preventable with the current engine.
This sporadic nature of frame rate along with the frame dependent nature of this build is exactly why builds that re much stable were designed such as #1239206059508236409 message
and also why other frag farmers exist such as #1153936256716259398 message and others pinned in #infinity-phase message
EDIT: let me clarify that I have runs that go for about 16 hours and no issues and some that are a few minutes and some that are a couple of hours. I'm currently inf 99b and first death was at ~45b and then a few more on way to 90b ... it's sporadic is what I'm getting at.
yea you're right. Did a run on desert imp and died on infinity 2.5m.
likely bc of the module mimicking being an issue
why has my fps suddenly lowered to 200 fps on dark realm?
in comparison to desert or in comparison to DR before?
compared to desert
that is to be expected.
desert has 6 lanes and DR has 9.
more lanes, is more enemies, is more lag, more FPS drop
@keen dagger looks I may actually finish the current run in ChNM after many lagged upsets:
in terms of damage requirements for next breakpoint.
I think I'll go for DR Impossible which only needs e262 damage:
so I think I'll be farming frags until I get enough to do that.
Finally the chaotic nightmare is over ๐
Now time to farm up fragments so I can build up enough stats to extreme farm on this and then I'll push to DR Imp!
Let's go!! ๐
did a big run to inf 253m and then died shortly after
The tank that killed me had:
Energy Flow
Granite Foundation
Knight's Boost of Power
Sun Energy
Nature Subsistence
Nature Focus
Light Crit
Darkness Crit
Super Multishot
Disable the foundation
Does BurnORF automatically disable 4 modules or only 3?
Depends on your scripts
Looking at the screenshot, there just wasn't enough damage to take down the shield on a Uni. Tank
Noodl, what is the tool you are using to see your frametime and CPU/GPU stats?
continuing from here: #1227586381929386036 message
I imagine it's recommended to set your FPS to 60 for this as well since it's borf @naive igloo
Could that explain the instability?
when I'm trying to push, I should just not use x3 nor x2 and go to 60 fps and x1? it seems it will make the push take so long, but maybe not as long resetting when running into sporadic resetting like I did in ChNM. (replied message has some discussion about it from here)
At x3 it should in theory be 180 fps, although it doesn't seem to matter as much
I did my tests at just x3 and Unlimited
It'd actually be faster to just climb with ChImp Champ at x3 than with Borf at x1
ChImp Champ only takes about 2x longer
mangohud
(fireside leak moment)
next (public) update will include more fps modes such as 180 and 240
Oh, neat!
actually I guess it's technically not 100% a leak since the suggestions for it were marked as confirmed supposedly
yeah, anything that is reacted with ๐
yay! thanks!
Which modules should I disable?
ai does that
Then I also got the wrong AI lol
Which AI are you using then?
the ai linked in the post should do it
Is there anything that needs to be updated ai update or can it run as is?
It runs as is if you set the budget of everything to disabled or 0
You can also set multishot to have -1 (max) budget and set it to run once instead of thrice since it runs even faster without needing multiple instances
is there anything that can substitute borf wile I'm trying to get it?
No.
ok
worth a shot
ping
@naive igloo I'm closer but not there yet:
I'm 195 red modules and 160 rest currently
Getting there - how's your Anvil boost?
my anvil is ok. it's pentalockd at e12 I messed up and missed purple frags when I last locked though ๐ญ
my plan was to get my forge to 180 for all and red to 210. and get an e13+ lock at that point
e11 purple lock messes with me
A bit ๐
I think you can get an e13 lock before that.
And you have swapped-in the good new damage modules into the BP?
I've been using the same 7/8 contract I've been using for a while. I didn't realize there was an update. I think the last time I looked at it was like early spooky season lol
Okay, does the BP have Shoreline Boost?
Might be good then: I was thinking mainly of Shoreline and Uni. Gift
yeah
Then it should be fine.
so maybe just save up frags for e13 then?
I guess, I'll take this conversation over to the extreme frag farming thread so I can get tips for purple farming since I'll likely be doing that during this event since I get decent red frag idle from just naturally using BurnORF
I got my locks up by ~10x across the board.
From: #1227586381929386036 message
This brought my anvil total damage from 1.75e86 to 1.91e93
I'm not quite at the recommended e13 damage across the board that @misty carbon mentioned #1140396334558478347 message
(missing some blue fragments to have e11 fragments that he recommended and missing T180 modules across the board and I don't think that the levels I'm missing in modules are reducing my damage too much except the purple, probably)
So for those who are wanting to do chaos impossible with BurnOrf, you need to be above this to get infinity damage consistently.
EDIT: this is with town perks total damage: power stone at 58:57
Is that the original BurORF or an updated version?
I tested it on both original and burnorf alt and was similar.
this one in the screen shot is specifically the burnorf alt we were using from darkness farming during halloween event.
this one I'm pretty sure:
#infinity-phase message
or maybe this one:
#seasonal-events message
it was close in damage to original and I can't check since I'm climbing in ChImp right now and seeing if UniGift takes me over the infinity damage needed during climb
The Darkness one probably has less damage overall and lower stability, I wouldn't recommend it for climbing
the original one was less damage than the alt when I ran it, but was close. like maybe a 10x difference or something
maybe my bp is out of date ๐คท but I don't think it's changed too much here
For climbing I'd probably go with this + maybe swap Cat for Daigo (also in AI secures): #infinity-phase message
I have darkness crit, but not deathwish nor earth crit and I do have shoreline, uni gift and battery foundation. don't have cat nor daigo in this one
run restarted so I can look now. not sure what happened
I have 15 darkness in this alt variant
so it's that version
It's pretty unstable then
I recall that it died quite a bit to random stuff when I was running it in October
ok, I'll go back to original and make your adjustments.
the damage difference was likely all shoreline
do you have a copy of the BP and AI you can post here so I can copy paste?
I'm not sure, I'm using a farming version most of the time
ok, no worries
Hm, nope, I don't have a climber version on hand, it seems
I have made the module swaps, now I'm adjusting the BP
I think you just need to make it use Shoreline, and swap the Cat secure for Daigo
ok. that seems to be what your alt ai did during the oct event too:
looks like I'm good to climb again
also using trains for more disables
You don't really need disables on a climb
Might be better to use Damage, Attack Speed, or Cooldown
Probably just Damage
with the trains and this BP, I'm now doing:
should I go drums for later waves?
only 23e6 inf waves so far
don't enemies have scaling HP faster than uni gift grows?
"Infinity" means that you did over e308 damage
right, but if their resist/shields reduce my damage enough, I could drop below e308, right?
specificlaly concerned about the growing uni tank stats
Their resits shouldn't go up, at least I don't recall any such mechanic
And their shields won't go over e308
ok so if I deal infinity at wave 1, then I'll continue to deal inifnity at wave 100b?
It should be the case unless I'm forgetting something. I guess they'll copy more modules later one, but that shouldn't change much
I mean, with damage boosts not all that much higher than yours, ChImp can be beaten without the Energy module
So it should be fine ๐
Hmm, might not be enough hours left in the year ๐
how do you suck this much at counting
the event is over in 26 hours
how do you suck so much?
I don't need the event for the chaos imp climb. I'm just using it for initial secures
doesn't matter when the event ends
but what if you fail
then good thing it doesn't matter
I get all important secures automatically with the AI, I'm just wanting to be greedy and get extras at e15+ experience if possible
ahh
Is there a preferred power stone setup for this BP?
5 Nature:5 Light:4 Earth:4 Darkness.
unless I'm missing something this AI doesn't use Super Bounce, Super Multishot, or Google's Influence. Bit confused, so I just added them?
all the skills aren't in 1 ai, there's a few
also google's influence is intentional
There's only one AI in the pinned link
@lusty eagle has earned the Spark role!
the whole import imports a bunch of different ais
if you only double clicked, you'll only copy 1
make sure you triple click
you should import all of these
yeah triple click was the answer, only part of the text was being selected
but I couldn't see that
We should probably add (in super huge header letters)
IF YOU DO NOT HAVE BORF YOU CANNOT USE THIS BLUEPRINT
sorry i didnt saw the borf based on the top
@native ether has earned the Ember role!
does wave restart not work with this?
nvm i forgot light stone, im dumb
wait how come its not using bluecat's secret
it was made before it and that Module is far too expensive
with 100% energy regeneration it can use 5 of super multishot/super bounce per second
wait what why am i at effectivly no energy
bluecat's harmonizer makes your modules cost a minimum of 20% of your energy
i would like to see like a video, perhaps you could stream it in discord
uh yeah sure
general VC
wait no perfect cause its- yk
after a bit it started to run out, not sure why
prob because this, it didnt turn it off
you should probably turn off the winAI ai and any other skill ais you may still have active
I didnt- realize-
yeah it was probably that. my bad
yeah, seems to be working alright now
Borf doesn't need any update for 1.0 version?
If all you want is a good climber, then not really - the pinned changes in #infinity-phase should be enough
Otherwise, Lag Tickler in #1444070286608826548 is pretty close to being a 10 contract variant of BurnORF
just gonna ask does this blueprint only work in MT8 onwards?
Infinity Grinder
Umm... might be even later.
With Burnonimo's permission, I've added Lag Burner which is basically a BurnORF updated with some new tech
What AI scripts do you need for that? (I accidently deleted all of them will ill intent
I don't remember what I was doing during that screenshot, testing something it seems?