#Fragment Farming (Extreme Edition)
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perfect, it even made the red frags bp more consistent
I may have died XD
niiice, it doesn't make any unwanted copies now
just realized something I removed, here's one more update
wonderful, it even secures the modules in the red frags bp now :D
You'll probably still have to grab the 4th secure by hand though (the main point of the current Red is to survive long enough to grab it)
where's the rest of the package blue? XD
here's the rest of the package blue XD
[Apparently FishFF existed, I forgot it did]
nope, fishFF is a curse nobody should be forced to endure XD
this one's right
I managed to validate the new stategy
But I'll try to push it a bit more
But perhaps even more...
Approaching the limit of my stats again, the BP can still go further
Min-maxed with a shoddy AI
Here's the BP and the shoddy AI if someone wants them right now, I'll update the post after eating and doing more tests zVRNk6JIEP0rHV57g1BsesdhZiNwusU2bEeZFoSNOVRRpZRUFQRV0Nob+98nFUHdw17Ww3IwyI/3MvNl4l8dzEuaF0xq1fl892fneacLKujdFwVOTb/2fn/8485GWqM4NSTSZUGVzso4sWOInzxPYmOrnCOVGJQDWjYBm4mc6lI1ptpLWmz2xgYx1JCqnFLSGKd8W+mCpdRQGUeFXYMNgvaYZ5loWaqMkbYCZ5tE100dXw89nUgLlDOyZlD/5CAU6eSdqaRFU1Tos0VQkUqqVJNfSlbRQiFu4yxT2lBJVlDOJD3Z5/gJIEqugT7TtkLQ0prF9EhqqxIrpjSV4Gg0uXBdDHHmZHLNJNN740qwRoRM0A2qIcchDnMfrWaI1tEyth6MFIvtTZZtODWgDJwCdGFn6zWVCpKNhCKSlFIz2YqJs/KQ0zZV771ZPyIVgjCxcVmAME3WNbhe/+XctfzNSKqU9jqLz2dTG7U49XsNqN8RK87tNAe0hkoEaZZJmFJrWuxtWrOfhmbrVhFqp/LAbeTZOy1slTDKiUFYxRTg7XaZxrEeDNdWK5Dc0M7P3+46CgTNT9/Qy3b3EY8nOXGXg9e3tDtP/QcvDR/fglGOr2Kb3nz78s2BZyhJgky/Fzs9GQY9PhUWJ/1JRQIrdY7Pp8PPPDL9MlpN8nBvcer6W7Ly+Dd3VmE564aB1R0Ol5/i/nCPwD9/e7ZmT9aIPkfud+nloan+K35F3EE/Wr2UOBikJNjxqfQ/ooCXcd9LsFyEkTnS0Q9LY9PrYXdZhsGsi1YRzMPLyPUfrmsNJTYH8pCHAkvgsc+xmPFR36uI6e+noldFY18BXy82/bzBuS5JcLA89yBGW+JyE/JyLDxOnWSLTeuDuKOSOIt5KAZV3F+UsZlUsfAV1Lp1je+xOdrGggsUzCDXS2KhvAut+2HAu7DLLgrevdAc6NgdgcagBbNS3PcZaAD5uyoUIwV42Pvk0JOMVosXyG/0fXb+aW8fBpeaOn21LNJ1cs96zo1nfI3EAO7ltcRi1CWrya01nLb8LpdovLjtrTlaYHPWi+Huw9Wki5ydjOAOYGfb6eHbu9b1afywKpY4ufdS58Z9WB8Q36Mggu9pCXG4g/d/74XufpTe/fhxuvxf9fJ6cd8Swy1c3eEmPvxffe38/PsX
The AI requires disabling regular Main and Time Loop in bluecat's AI
Also, I can survive the middle part with just Nature + Light Focus on Town Skills min-maxed for damage
And that allows for 15s extra on the run
But putting more Skills into Resources was a net gain in my case
Oh, and secures are manual with the shoddy AI
Yeah
And specifically for my current strategy of using 3 Focuses
'cos with slightly better stats 3-2-3 is possible
It'd probably be better to include a delta(t) or an iteration counter
So that I can keep using t in wait checks
'cos that'd allow running it with LagSaver
But I didn't bother
well, borf sees to be running good for me, so let's get your AI set up :D
so, you're waiting until t >= 14.99
activate the focuses
and waiting until t >= 60
you then get dark sacrifice
wait until t >= 75
use dark sacrifice again (I'm guessing 15 seconds is the cooldown of dark sarifice?)
wait until t >= 90
go back to the focuses
No, 15s is the duration of DS
I want a 2nd one when the first ends
oh, so when it's no longer active, gotcha
It's basically DS, loop (Focuses, DS, DS)
I guess loop (DS, Focuses, DS) would also work
Thing is, though
A week from now I'll probably need a version that uses 3 Focuses the first time around, then 2, and then 3 again
ig it's better fitted for a winAI style AI
Better RNG, I guess... Ok, time to start updating
Dark Sacrifice only Red
XVJJjtwwDPxKox8gIJcJEGXmNHlFkANt0TbRMmWIVE+MIH8PvUjdk5u4FauK+nPtYsElE6tcv11+Xn/81owzXr6LJRVfv3x9ebt4UIX+5hi0ZBRNpZ98b/Uz8z6PXpYIMjmMNs214GleUIvUUFbGPK5uBIIKKgtiqMHZ70Uz3dBJipD9MewCrF1MaW4o90ShbYg0TnqQ2p8bpxM0w0JhINt/JgKCTh8kU5tGyPqIAuQbo0jtL0x3zALRdymJOplSxkiMZ/yonwNziWrwSb2AURqoxx3US+mERJEtUT15Sj2JeGASD8Skq/tkWDUhzTjCMbKL2HTvURXREg2xZToQ6v2Y0hjR2Rr7CsbCp2FAFmt2E0KYCitxM7NLZetppI671/NDuIOVg+9KNmNql5UxRjdk6HfNn7CO3/Bsw3GNqlAKP9b990FsK/PmxkbRLYkksR9Sb0cEyvYqHEApsWlVxbx6PEBP6TQ0X9DfeLPfUD4we5kIY3CB7iQ279tJ3Q5vOxunDDzi9dfffw==
- For this version, simply loop Dark Sacrifice and grab the 4th secure as soon as possible
This will be fun
ah yes
the current graph design is much less built for weird locks
you can still detect when they happen
Yeah
Not really that much space to choose from in this case π
so i got to Dark realm nightmare 100b inf
and while using the yellow BP i keep diying without getting anything
i have 145 on red
125 on yellow
115 on purple
are my levels too low?
Try running at 60 fps, but yeah, that might be not enough firepower
You can also try devolving the BP a bit: e.g. you can add Shoreline Boost for a small drop in efficiency and a huge buff in power
And then Nature Focus, Light Focus...
Or maybe Infinity Burst
i acciendly got the nar arifact lol
That's one way of getting more fragments π
Bit better
Probably the limit for today
Ok, update time
Red Three Focus version + AI patch
zVRNk6JIEP0rHV57g1BsesdhZiNwusU2bEeZFoSNOVRRpZRUFQRV0Nob+98nFUHdw17Ww3IwyI/3MvNl4l8dzEuaF0xq1fl892fneacLKujdFwVOTb/2fn/8485GWqM4NSTSZUGVzso4sWOInzxPYmOrnCOVGJQDWjYBm4mc6lI1ptpLWmz2xgYx1JCqnFLSGKd8W+mCpdRQGUeFXYMNgvaYZ5loWaqMkbYCZ5tE100dXw89nUgLlDOyZlD/5CAU6eSdqaRFU1Tos0VQkUqqVJNfSlbRQiFu4yxT2lBJVlDOJD3Z5/gJIEqugT7TtkLQ0prF9EhqqxIrpjSV4Gg0uXBdDHHmZHLNJNN740qwRoRM0A2qIcchDnMfrWaI1tEyth6MFIvtTZZtODWgDJwCdGFn6zWVCpKNhCKSlFIz2YqJs/KQ0zZV771ZPyIVgjCxcVmAME3WNbhe/+XctfzNSKqU9jqLz2dTG7U49XsNqN8RK87tNAe0hkoEaZZJmFJrWuxtWrOfhmbrVhFqp/LAbeTZOy1slTDKiUFYxRTg7XaZxrEeDNdWK5Dc0M7P3+46CgTNT9/Qy3b3EY8nOXGXg9e3tDtP/QcvDR/fglGOr2Kb3nz78s2BZyhJgky/Fzs9GQY9PhUWJ/1JRQIrdY7Pp8PPPDL9MlpN8nBvcer6W7Ly+Dd3VmE564aB1R0Ol5/i/nCPwD9/e7ZmT9aIPkfud+nloan+K35F3EE/Wr2UOBikJNjxqfQ/ooCXcd9LsFyEkTnS0Q9LY9PrYXdZhsGsi1YRzMPLyPUfrmsNJTYH8pCHAkvgsc+xmPFR36uI6e+noldFY18BXy82/bzBuS5JcLA89yBGW+JyE/JyLDxOnWSLTeuDuKOSOIt5KAZV3F+UsZlUsfAV1Lp1je+xOdrGggsUzCDXS2KhvAut+2HAu7DLLgrevdAc6NgdgcagBbNS3PcZaAD5uyoUIwV42Pvk0JOMVosXyG/0fXb+aW8fBpeaOn21LNJ1cs96zo1nfI3EAO7ltcRi1CWrya01nLb8LpdovLjtrTlaYHPWi+Huw9Wki5ydjOAOYGfb6eHbu9b1afywKpY4ufdS58Z9WB8Q36Mggu9pCXG4g/d/74XufpTe/fhxuvxf9fJ6cd8Swy1c3eEmPvxffe38/PsX
- Turn off Main and Time Loop in the baseline AI: manual module disables required
**AI patch for the latest Red: **5Vbfb5swEP5Xqrx2UviZlkl9gCQ4aSlNCGDsaQ8YJyVgM9SEBJj2v89Z2q2Z9jINbVPqB0vm7vzd9/kO3efeJnlal9tN7/3Fh940q9tkcltSEBj3fi7N8lDzcjTwoV2SE9ujPMvuLVOsEaQpgUFFeKgm3JAJnx8+m+DbbhQY6izhLHN4qGHoyiJ+ihSjSlQvJcV8bPu/xqSAZfH+D+NrKhGVsmStb4niyQQEFY1cFkO9pcCuqJUWCMrM4fIOT8INXugpUr2S8qASPjmOHk+wxoDuiEIPfiXheENhWCEliCgwVBxNKwKNnMKaOUXYYshe4hBW7K2I+Z4Dgq4UR1jgsgqDUBsCd0cKV0JQlyzTWBPFaOlQb2NgNBjWAqtrDL0V9iaGuBT5C7vdxLX9Q+uCpnEk7im8klh2RhR5j6LbMhFaONzbUXi7wZ5dEGCsEdyLeENGXOTEKaNmKvyf9TXn1k/n4SyTXms6WtaLyrucDJzA7JhjzYniykmjV0hwSTrXcPty/yaG9BO1/o1+Ey16Ckh26Xeu3/9TI9m1I9/ZTT/Iz51j3Q875/g2+mDxYA/su6sVGp9vjRw5DvrojPvgmeMKd/6Ob6kPtH6cmzOshBUWOKjR2RKEGY08dpLzcHqdqFYjcmMzf6y7I91ejjF4yOU0htprm+b6mtR7d/GbM+JxFjyu4LCded1qK3L2/5+rPvkbs8b+5qb38ctX
- Requires manual module secures
- Disable Main and Time Loop in the AI
- Compatible with modified LagSaver
I'm sure Cod will love how I handled this
The new Red strategy was DS, 3x (NF+LF, DS, DS), DS
The last DS could be replaced with NF+LF theoretically, but I wasn't able to survive that
I got 15 more! π
Also a new Purple (same BP and everything)
handled what? XD
The AI above
oh, I can't study it yet, soz XD
But, I love AI, so I'm sure I'll like whatever you did
I made a sausage chain of mains to go past the action limit π
oh, I love that kind of stuff XD
Huh, I'm really close to running DRImp Yellow without ST3
Even replacing it with regular Impetus was enough
Hmm, with a lucky start I can now do Purple without ST3
So far this didn't result in a new idle (perhaps 'cos the early seconds are wobbly even if I survive them), but it allows for 2 Radars or Something
It's this time again!
new bp?
The strategy this time is DS, DS, loop a few times (NF+DF, LF+EF), DS
english?
Dark Sacrifice Twice
Alternate Nature + Darkness Focus with Light + Earth Focus
End on another Dark Sacrifice
I am pretty close to dropping secondary Focuses and alternating just Light and Nature, but nooooot quiiiite
t!math 4400^0.8
821.7924390439726 @winter junco
well that's still a lot of a boost :p
Yes, but they'd get replaced by a secondary Sub and Infinity Impetus
So that'd reduce this 800 by quite a bit
why infinity impetus
Dunno - I tried multiple things in that slot and that one gave me the best results
It shouldn't? But it should result in some damage multiplier, and all the good multipliers are already there
also pretty sure it deals damage depending on how close they are to the tower, taking tower range as a reference, isn't yours supposed to hit enemies as soon as they get onto the tower's range?
wouldn't 800x be better?
Yes, but the point is to reduce Energy spending
The current version lives over 5 minutes, but it'll eventually go over 10 π
I guess some of them do manage to get a litte closer, or maybe it's something to do with the weird Chaos geometry
Like, what if the range plotted onto a plane extends past that sphere thing or something
im not sure exactly how impetus interacts with chaos, does it also account for vertical displacement or not?
No idea
shouldn't
would be a thing to test
very hard to test
eventually we will learn exactly how all 393 modules work once we test everything
also the travel time
yeah, unfortunately you cant 0 out enemy speed or do good distance calculations
dr cubical should give us more things in tower testing to do science with
if you can consistently hit an enemy in the same spot, first do inf imp, and get the damage multiplier, from this we know the distance, and can predict what happens when a normal impetus is added, then testing with said normal imp
AI patch for the new version of Red: 7Zbfb6NGEMf/lZNfc1JhMWm30j1gO2D7bALEsD+qPrBsFAwsRsHYQNX/vePc2YmjvpyKGqkqD4j1zszO96OZWf8xqpPnbbWvR79++m20yNo+mS8r6YR4vck1L4/GQc5uN8SuxNXek+5l4cSCZ0ZkKkjYCBUZicK6UP7pZ8t5eeOSE7NIVJGtVDTmxNXBf8EQbhIjSEXp39mbvz9TOkUWH/+hfys1Ycgi2Zp7gQJdOGEjqVvExOylYzdykpaM6MVK6Qc+j2r+YKbMCCqpwgZsck6frs66c+RBIHmyq4TitSRRw1BIpYMNTheNIDiXpC1WZdRzUpz9GEf2HnwuOTDiajHlcG7RcCcaTx33IEpXY8TUJhbeCoR7OTX72MEdJy2cNfQZZg/7XUx4BfnDvt3Frf3KupRpTCFOGVRiYmcC6UdGl1UCLFYqOEiyrHlgl8LBW0aO4I91piAnJQtppWD/na/lT96tp16mvWU6e2wfmuBmfrsKrf+sRs9/pjtjhr3BNbZKIFdPOrNhoCUZvk7O8XNg8ww93icfxDD7ZaV/tbufwnxohvuzxjomcicnw86MKeIHZkQ9zK80KYPdHZEFcIS6XDcS2ZWcRw3MqvqOQE50kgLXXqDxhRXY1wItUzE1c2FE21M+HEXatQb73Xpx4/lved57x0O4ox6W/sD6Zs5Zn5mClo4HA8dX5/gBsNk3nLr9xzB0F2O6C58rnA/N8LVG2oqjVLMN6B0UdW/89QRF1Tk3x/l+557rX9kZ6Eff7qWgeLzupRVXOJN03XBid9J5CkA7cFxWrDMNRgpNQsyYHAPIaZ+c5iQFDtsLK7BvD0zZ9aWnH8ySU/9Kg/V+nY3xW56WlqWP6UPjocoaWN/6rE8oW5N0WQwc//7C78QGwewz1h/K0EDYmqHXHuA0LaB+NH5Vr/7Wm7tH6AWNb7T2fuPfBDR1gqxyId/mam8W3rhPX76MPn/6wf+AzHp9Xr7/n80/PpvzZKZ91X/G3eCzuXRhf1lxuKvB9uUO/1CNt7j/NzSOfv/zLw==
Have only Main5, Main6 and Tick active from Bluecat's AI
It takes a few restarts, but I can now run Yellow DRImp without ST3. 15 minutes result:
A 5-disable run could easily break 970k
43 modules total?
Yes
I probably won't be able to run it again for a bit after the current Global goes away
'cos it's quite close right now
I can also run Purple without using ST3 now, which allows for 2 Radars
All right, update time
(Old) Dual Focus Red with its AI patch: 5VZvc6I4HP4qHd/uDhWVdjm2N6Ot0HZdt7Uqws2+SEiASAgMSax4c9/9ogjqzr25OWfuzuUFw+//8zxJmPzeglTivCBM8NYvV7+1hmtR4BRffebKKfCdfnvz65UFhABBojEgZIG5yGQQW4GK7z0PaWTxnAIea5iqalYHLJLmWEhem7xkuIhKLQIE1E15jjGqjX2+xUVBEqzxjILCqoo1BEpIsyxtuqwygpoJlESxqEDtPreY9k0LkBMUEjV/70AYiPid8LipxqAQBwuBImGY8zpfMrLCBQfUglnGhcbjrMCUMLy3D/F9QSqpUO0zYXGgIIUkwLumFpeQEy4wU45akyPXEYlDT8JCwogotRPBahGyFEegKtmR2PLeWTWJxgEBJ8EPzbfBKMsiijU1Rm0FhcLKwhAzrjK0GAMUSyYIa8SEmdzmNKCqda+XH6AVUGF0wqoSF8pCSVXXVTiOF6VqXG2NMAsOm6YyKmmqb0CKA4BmyxxNbBYwVE0RECRjir4QuCgtXOlWqRGRsFEDWwnbDtHy7B0XFo8JpkhDZEW4qreaNdV2IBTHBkIBWIRb3z9etbiile+P0tNyvQken3PkzMyv06T9ksx7k8S7mbp2Dk9ikf6y/Droq+fBRTF0ZxKm826QmjpMX7fuvrN7m8x3DRqkdDlK5z3fHeuq/snrmDLoTmLIXof29K9nIocuwfs/rF+jNuwiGhBDwM5Eh85MosWYAtfYIMeWaBAzz9XpKNVX/uOc+29G7HUnOUpnUuUk/iI6mTV00Ap20DYvh6nPkTuXXme2QI7Z9RdPErpmgtw1HbH5xndpXef5HVuomgaD547bYOGruVT6zrx374xXkI3bnmu0B32TwI65QffGBjhm6btrNevcM4yNipfA9XOFX8XtEqztg9YMxWCh+rBJDgf2Enb0d2/xnAdKi1E6WSH3mfsTm0HHJJ77rupN3UsVphRR1I9V/l7f/uvgB/v+Zdk+1vQBr9/k5MPjzWjWPzPHdQo7Yz0oDekpLsHZNRR1fw5clKHBv6PfY29RzODyw/Ts+v139sjy00j/YpfXs+TSOa6v52fn+HOcg7dv9o395Tb0hpe7RyqON9feBZ+DPcfQP/s6/kznoHcNkv6L35lLX83xSoNiZ75Eiwk9wXz/9CnoDkqFjb5Mh8b4wbDx0He+JXoM3N5xrDee9totdV/8e3fE6i5YPd72deH7thfCi///3F7D//tdrX931/r+x58=
I moved some Skill Points around, aaaand
Over 10 minutes π
I'll update the top post tommorow, it got late over here
so you have 3 total DS activations, and the rest just focuses, that'd be 675 seconds
I don't think so
There were 4 DS activations - I did 2 at the end, I switched after a Focus got wobbly
I was also running this by hand which lost some seconds
No, wait, I tried again now, and there are 3 DS activations, but the run is 630, 'cos Subs actually add up over this time (there might be technically enough left for 1 more Focus, but I won't survive that)
I improved the run slightly with the help of AI and the apparently maxed (except for damage) Globals:
well, close to max
(I saw the edit, a little too late) XD
AI patch for the 2 Focuses Alternating version: 3VRBb5swFP4rU649DEyo5Ek7OAkmiRKW0ILB0w4YVyXEpqiEQFLtv++la9MQRdph0Q7jgmx/773v+/z8XnpV+rwqN1Xvy6fvvUne7tPxtJRugOf3a2OxDvv+Or69Z7QUnbNHc5GnAwLfiMlMsKAWOrRSjU2hl4dt4rz+cMGZrVKt8pkO+5x5JsRPYoTr1PIzUSwden+5pnRVnjR/Gd9KQ1hSpSt7I5BvCjeoZeSphNl76dJaDrIiZqaaaXPLx2HF7+wstvxS6qAGzJpHj51ajiu3AskDrhSaV5KFdYyCSLrY4tGkFgyvJWvVrAj3nKn3uJgjuoGYI4eYeUYScairau6G/aHrbUXhGTGzjQHBK4HwXg7tfeLiHWct1Lp2DXsP57uE8RL4wzndJS398LqQWRJBnsIvxYDmAplNHE3LFLyYaX8r2bTiPi2Ei1cxayAem7EGTloqSTLAv/lLloOz9XCRG6eejh7au9q/Gd/OAvLfalwsn6Mna4QXV9fYaoE8M93ZdQxaUh34HIU1Bx3xzrZipgwJuIQ1PvDZpAcPIohf2WthhSvID/h2G2taHTXf2QWPlp2+J+frvI9PeZDm9cmTR0qJw6SCWQC+z2uJaCnHYQ1vsXIY4KNBBt7vBeof/XTYgZP/JFhoHGL+vC8rgaaZGB411KDZ6PpCz9bO5hJfMrJJF+eB7x2to3E/eg5EduOvyZkHzUUPyIJ8HukPDzjChkBKd7CZc0D+kztpJlNCLciDwt3JnDNTFJbvWNd9m+HvPalpDneGfs85Xz10+3vONc5lNIeZTw0ZTdWV88+O+V1VJGOod9bTF30nAzJyz3xvTvNOZgfUlbl+SxHNoad1wjzA+tDf1dfej5+/AA==
- Other mains and Timeloop should be disabled - manual Secures required
Alternative version with a longer run time:vVRdb9owFP0rE699WOKQapm0B/PhAIIM3CaOPe0hjquGYKdRQyBQ7b/v0rWUIKQ9DM0PkWyfc++5xzf3pVOlz8tyXXW+fvrRGefNPh1NSuWH3ux+Zc1XUZeu+O09I6Vs3T3a8zztYVgDpjLJwlqayEmNZ0uzwK/n28PXKwRzdWp0PjVRV7DABv6YI69OHZrJYjEk95dzKl/nyfYf+Y2ypKN0unTXElFb+mGt4kAnzN0rn9SqlxWc2Xpq7I0YRZW4czPu0FKZsAbMSsSPrVxDX20kUgdcKY2oFItqjsJY+Z4j4nEtmbdSrNHTItoLpt95XCCyBs5RA2eBlcQC8upa+FG37wcbWQQWZ67Vw95SIm+v+u4+8b2dYA3kunYOdw/3u4SJEvTDPdklDfnwulBZEkOcgpayR3KJ7C2PJ2UKXkwN3Sg2qQQlhfS9JWdb4Hs2N6DJKK1wBvg3f/Gid7bvz3Pr1NPBQ3NX05vR7TTEV66xMRIFdrpzaw61pCakAkW1gDr4znU405YCXMK2FPSs04MHMfCX7ko60RLiA77ZcEOqY813biHiRasn8Pk+73qnOvDrfwBrqPGQKQ3/Cfg+qxUipRpFNfRpNWSAj3sZeL+XqHv0c8gOmuiTZJF14Pz9XFUSTTLZP9ZQQ81W2xdyth+uL+rtu7iNC8D3Vq2DUTd+DmV2Q1f4zIPtZQ/m+PPAfHggkGdJpE0L+/jlgPwvb/I0ppg4EAdFu5MZYKcoKt+xvv8239570pAc3gz9mQFUP7T7eyaMl6t4BvOQWCqe6CvHnx7j+7pIRpDvrKcv+o57eOCf+b49jTueHFBX1vo9RSSHnjYJCwBLob+rb52fv34D
And it's not even all that shoddy for a change
Quad Focus Alternating version of Red with AI patch: 7VZbb+JGFP4rEa+pqG1Ctl53K0GInbCEBSf4Vu3DjGewB9tjy2MDpup/7wFjA1FfVkWNVJUHNGfO9fvmzBn/0cFxSbOc8UJ0Pt/83nncFjlN6M2vAjYL+kX+dP/bjYaKAvlRl6OizKko0tIPNR/0x51REmgii5EIuzQGb94oNJZktChFI4qK0zyougFiqAkqMkpJIxztNVHkLKJdkcYo12rnLkEVjtM0aaOsU0baDDELwqIu6rDc13QMmqOMkSWD/McNQlERbpgIW2+K8uIkEZRHnArR2JecrWkuUKzhNBVFV4RpTmPG6VE+6Y8OSRkXED4tNIGgpCXz6SGoJkosmCgoh42Gk7OtMxCnmIwvGWdF1b0grCEhTWiAapcDiD3ug9SAaDcwEsx/F3yvDNI0iGkX0kArQBVaulxSLsCiG1JEwpIXjLdk4rTc27RF1efeHD8iawRqcoGqJheXOVDV+NV1nB9KHbhujWXqn5qmFmpq6jVi+XFVh67X7aktIRJBBUs5YC4KmlcarcmqKQjYsqWAahHfR+5m6YbmmggZjUmXsDUT4K+1B9k95ABgLfAc8YB2vv900xGAJTven+fVduc/jTNiLNSXt0iaRdadGbn3b7ae4QtdIM9Wi+EAfiObhNhelDixen6iyjiZ77cHxuFf5Z7dj/0kXk0S686zpzL4P7uKWvo9M8R8/qi//X1OYsQrtPmH/lsi4R6JfdYvsGLK2FiUxJnGyO7viKGXZBhy15bjSSKvvSdLeK/90O2ZGUkWJdhEnhNc5Ho0yBorZG+X4cQTxLZKV1k4xFB7nvNcYluNiL2NJ9zaeXbc+Lmeohfg09bg2lMJOR7kjUvPsO4ejOka86nk2n1pOFAZVtQdeejvkKFWnr2FXNfO0d+BvkK2l0H9oNcrtNVPXHMSIgficDPDQ32FFXnjOuPMBy4mibkm9lh4ps6xoTLX3oC/KrsJ1JSQmAxCsD/yO5gP38kPs5V0zumIbl9L8/bpfrIY/Gcxzua5k/ZG6uzqGLcJVqayX/VLF7D41++TJn4E3ORwx3f+B3G4+mUif9WrnxfRtTksGowC2SQlw+vOjAfFW7s9awfzK/S5mT7aJAYeoS9fSqLoGXmySphV4tGGmpxhCLzusHLXcgX2AivjED/0I9yz2L4eT7GkSwz6O/n5djY/5/PbbLNepM5MJfMr4xsZDb5+CFgqz7xy/KSJbwI3Rek5093HcDh9vnPSRZ6p0bU5PPXINvOUUNJ7cHcUqzrzl33FypraDOP45jb9n+grwK/U75IZ08u7NPESdUWcl9Kz9YoYgQnYgcdx5lb9nmvHEoGYyN6YUFPh7+ekAzywliuw367dRBftnX7tc8+ZX2AYvJdXd+o5nwNpFdLwtZwp2eDK+F4afDjRJeKM4yvH/9byt+dGgdnXe/lQDnuKOhgppzvgOWEM/SN5F/06Z7On6QbuguS9Sdtvb/Nb0wkNc5VNod7yQjda3E6DL1868D34Y9+A7uD0O6z/n80/PpsjfyR9lT+p1dVnM5+Cfpx58FaD7eEN/1CM9+ru38DY+f7nXw==
Old Red Hub
Listed from most efficient to least stat-hungry:
Quad Focus: #1227586381929386036 message
Dual Focus with older logic: #1227586381929386036 message
Tri-Focus: #1227586381929386036 message
DS only: #1227586381929386036 message
Hurricane version: #1227586381929386036 message
PLACEHOLDER just in case
All right, semblance of sanity has been restored (although it's a bit of a link maze now)
@haughty wing i have a question, how much difference do you think there is from DRimp to chnm
Not a lot, at best 3.5%, but less in practice ('cos it tends to require extra modules, and the range thing is also an issue)
okay, ty
Yellow should be getting the best benefit there
As I think the module count is the same, and it reduces the range issues by being a Borf
it was for some other bp i am trying to test, if it all goes right, i'll give it to you, so you can see if it is good or not
it would need to run at chnm, but has less modules as part of its core
All right, sounds interesting
of course, i would still need to finish i100b
Hmm, a bit of an issue, but it isn't that far off from i100b - if it works over there, then it might also work higher (maybe with a couple more orders of magnitude in damage)
yeah that's the problem, i should have enough damage, but i'm not sure
Hm, is it Neutral-based, perhaps? 'cos I ran some tests with that, and the damage wasn't there: it seemed that I'd need to get my Purple modules to something like Tier 215-220 to make it work
lol pls ping next time
it is just that
i am not too short, tho i have T200 purple
if somebody can alternate between locks (hasn't used their frags) it is definitely runnable
or if they have T205 (preferably T210) purple with insane stats
Interesting, I think I recall the main issue being with Light and Universals and their e220+ Shields
well, i am not too short was an understatement
i think i am dealing like e213 or something
Ah, that's more along the lines of what I saw, yeah
So the 215-220 Purple estimate seems to hold, as each tier of those is x4, I believe?
i dunno, it scales really fast, which is the reason why i said T205 or T210
Then again, I wasn't killing enemies at all in my tests, and Uni. Gift might start taking off once you're closer
i might be completely wrong on the damage tho, i would have to check
So you might be right
I don't know if I should add this to the pinned π ZVHBjp0wDPyV1fuASNtL1abtrV9R9eDAQCxC8uQEdlG1/74OKZTXvSDGsccz4z83FxbchWPJt69Pv24/X4tgxtO3rMWC78+fv/ywtAiZzqObIC6R9NaF1E1mYIEVZM6FYgfzQgVyLRA/QAR0RbjjsjXOJfoUNovXzlMcoZhXSKZgewyIGUYn3V2wIhZO8Uq2L88eIXzQQS63WpPZZLXWjxK1txVb83+S63MtnRIfwNXQWdw3nyhiKaKGEH0lnNWIqd6vS46eIS2xp2rUzCQuwJLMSYxg4Ij++u6oqObNjjwU0yNDis33PQxJucS0Uot4h7psRIS0WUHQnxWWo/Kq9rqgOrGORBiymzz+A4++nPdIeh91JiMuJxKe4Kib/kb474oHxzUnQZsXkz0j9CfPISJSWQSmp03p0mzzpsrHzYzEdII1cW81A91q1DdOMC+hcPapxhEo+7p7D73RWrR5R5k7O8VqztzTy35/5MxxNHnabKklk5e7fj89oGer6Ri/qLOOIq5HOfK8/X57Bw==
On one hand, I'm quite proud of the mechanics behind it
On another, it's an abomination π
@fresh steeple You'll probably get a kick out of this one. The idea is to start with ST2 and Hurricane, swap ST2 for ST when it's about to run out, keep refreshing Hurricane, grab 4th Disable, end after 3 Hurricanes
I'll see how this works
Requires a lot of restarts to get going
so you trade a blue module for longer lifespan (4th dis) and more att speed
It somehow works without it
Might be losing a tiny bit of kps
With more natural Range (and possibly more levels of Knight's? Not sure) it might be possible to swap Hurricane for Infinity Range
knight reduces range
I tried that variant, and it worked, but it lost a bit of kps
Yeah, it'd need to be a net gain
It should also do better with maxed Globals
'cos of the 4th disable
@winter junco I got the thing working π
any disables reccomended?
Not really, maybe Hurricane and Knight's just in case an enemy gets too much range from them? But that's unlikely
and not elec?
knight is a positive mimic
enemies cant use it
Ah, I see
so it only reduces their range
Good to know
that works in general with any "toggleables"
Oh, you meant Era? Thouse should all be disabled
Overchange is triggered with Reflect
Apparently
great job! i'll try it out later, ty
what about elec barrier?
is it needed?
wb inf reflect
That's needed
for strikeback, right.
In tandem with Regen it keeps you under 60% HP
Yeah
Right, I should remove Elec Barrier from the BP
As it's only causing early deaths
yes.
ZVHBjt0gDPyV1fsApO2laml761dUPThkElAIRDbJblTtv68JfWle94KYwdgz4z+3Lq5YOKQit69Pv24/XwtjxtM3UbLg+/PnLz8srUzGebgJ3GXi3nYxu8kMgWEZEqRQcjAvVMBXgsIDRIQrHFwoe+u5Jp/jbvHqPKURisMGFoq2x4AkMPqzWxgbUgk5XZsdw8Ujxg86qJPGNZlNViv9KFFrG9mK/5Ncnyt1SnwAV0MneUw+UcJaWA0h+dpwViOmer8OudcMeU09VaNmJu4iLPGc2TCGkNBf3zsqqnm3YxiK6SHgYmU5wuAsJeWNWsQH1GEjErj9ZUS9bLAhaV/VXgdUJ7Yj5gA+TN7vMYy+nPvIuh91xiMuK+IwoSM3/Y3w3xYZrZaN+ID44EBKTnWBlVc7EpxNVFaG6WnXRnm2sqvmcTcjBTrBlkNv1b3OM+oYJ5jXWIL4XIOIJL5u54i7tbVo/9uoKVVbZskvx+YhEtJoZNptqZSRddHz0wN6tpqL8avm4ki1X8zck7z9fnsH
- Chaos Nightmare 100b
- Start by activating Super Tower 2 and Hurricane. Replace ST2 with ST when it's about to run out. Keep refreshing Hurricane, end once the 3rd one is about to run out
- Secure Sky Blessing first
- Make sure to grab the 4th secure as soon as possible - maximizing Tower Testing XP helps
- You'll need multiple restarts to get this working
- Old variant with more sanity to it: #1227586381929386036 message
Stone Foundation should be fine, I guess
how many resets to get an actual run?
oh nvm
was this ability shuffle not possible before, because of the lack of attack speed?
the 4th dis only gives the back the lost blue module though
It's not fully lost though, 'cos you're trading for Grey
So it's not as bad as trading for another off-color
Nah, I just didn't think of the Sky Blessing + Barrier trick
gives -0.5% overall, tho maybe the increased stability and runtime recover that
Yeah
still not 601k
And once you get the 4th Disable it should actually be a gain in terms of ratio
oh true
does that mean you just have more time after 4th dis?
Maybe? I did run this on a hexalock
With 2.515 Anvil boost
Since it's just ChNm, you might be able to run a hexalock on this too
I cant unlock atm, I spent the frags
Ah
my permanent is only 2.09
Ah, I misunderstood the question. Yes, Attack Speed was the issue, both Towers and Hurricane need to be running on the old version, otherwise kps gets wobbly
I did a compromise in the pinneds
I see
...I made a DRImp version
And I made it better to the point where the whole thing isn't stupid anymore
ZVJLbt0wDLxK8A4goKuiVdtdT1F0Qctji7AsPZDyS4ygdy9txa7T7MTfzHCo11uXFtyFc9Xb16dft58vVTDj6ZtasuL7p89ffnhahFyICBOkKyS971IJkxtY4AXKWikHuGeqkGuC+F2IhFCFA9e1YS45lrR6vIRIeYTF/IAopevUzqIRKX0gpE5brulp/K31oxbrbcnW/J+2rbylTi3vgqvyM7kzn1HGUsWUI8cNcEaublvySnL0DGXJPVUu2c0kXYInmYs4wcAZ/bXeUTXNqx95qK6HQqrX+26GFK25PKh5uYdGNiJD2qwg2eMBz9lwTftGsG3iOxJhyL7k8U48xup7DMgKV+wQtpmMOFNqDkzoKExvFl7P1XrFaWSk/pw5CJtk5fmeEGETmeoicD2thlVmr6vJHlc3EtMZPAr33gwwSmcIOIN5SZU1lg04kcbtQLvjDfZo68zHYDdqaB0pB5MOVc6j08l+IYuLi+0fKKN5/LYU/JQ3Q9y9PNuf+efgduzrgY7K7fefvw==
Previous Blue: bVJLbtwwDL1KMAcQkGyKVkl2PUXRBS3RljCyZJDUJEaRu4eyMI4n041hPpN8H/rfaUgVF4pZ+PTr4c/p97sQzvjwzAoKvjz++PlqoRIYF9CdkYYC5O2QijubMRJaQo4skB2aNxCkIwDxpsSETii6KGvfWXMoabX47gLkCbWOFySGZD2OmBmNTg4L4QWzxJKPyzZyDpjSnQ4YuGNdZpfVW+8lam8He3OT3Fu/iW+NXx+PVvrgEdkNtYG9+G/HpnOvMlYhtY85NNJZbZuWlLJGTP5qensHmgt9V3ldMJaaPbTMzAw0JLS9nXCMGf1x5Cv0m8X3VD2mw+YBRJH1CLGUjPv1ii5WZzShneIoxiMjieVluxoVllwu0P+FrbwSqofMY6EZpJDNIJXQeFg16jJbXjPStJoJIuzFpURvVRDoLZQA92KuSSKH0ngTcGh32ILtazXrbX4Ajs5qnCZU0iuB+pDyhmS4Lvp8vKme7DnHKYhZGmh3DjMWVxn96e/HJw==
- Chaos Nightmare 100b
- Activate both Towers and Hurricane, and don't forget to refresh the latter
Slightly better run
I also bumped up my Red a little bit by extending the run to 11:45
Oh, Reflect isn't needed on DRImp
Barriers didn't trigger Overcharge on ChNm, 'cos Electric enemies don't have Shields on Nightmare
And a version without Reflect seems to have an easier time getting started
I've updated ChNm version to have Basic Shield instead of Reflect - that's good enough to trigger Overcharge
@fresh steeple Well, nevermind all that above, there's a new version in town π
wow
ZVJNjt0gDL7K6B0Aqeqi6tB211NUXRjiBBQCkW3eTFT17jUhL8rrrII/jL8f58/NpYorxSx8e335dfv5LoQLvnxjBQW/f/ry9YeFSmB8QD8juQI0WJeKn80YCS0hRxbIHs0bCNIVgPhUYkIvFH2Urc+sOZS0WXz3AfKEWsc7EkO6vtpZOGBKHwjBcce6ns7fWz9q0d4O9ub/tLXrBp1anoqr8hPcmc8qYxVS5ZhDG7hgFtNMXkkePWOpeQCJJZsFyCW0QEshQzjGjMP13oGo5s1OcRQzICOJ5XUPgwpLLnfoWe6lkk2YkfpbwqSHO9qYda5qbwTNiXVAFJF2k49zilMQO+CImdEUXYQ6owlPiDWBGR34+Yjwuq7eS4ZDxDTY/lH1HL31Jbe+Jmktb7qBDFIJzQCbDiqL5U01T5uZIMJZ3EscrLpXPtMfsJTqw2Gf69r+xqq5HshSk0QORSz2CZ1d42WOeTI8HzEeutHOuXl+FrXqgKIaJLS9WWl3ncx8vi7mkal1hcbb77//AA==
Behold, my greatest invention! π
Immortal DRImp Borf without Energy Regen
The above score was from a 15 minute run
But it can go forever
power conversion op?
Yup
Nah
I just didn't know what else to put there
So might as well lower the damage requirements
do you start with nature focus or something?
No, this one was a single DS, alternations 'till it became unstable, and one more DS
I only got 6.159e5, is there something i am doing wrong or-
How long did you run it for?
74.91666666666667 @winter junco
Huh
Was the fps set to 60 + some lag saver to keep it there?
4th secure is also important
no, but i did get 4 secures
also i saw the problem
i had 2 tick scripts
lol
t!math 632429 / 630703
1.0027366288094397 @winter junco
why
It was also a stability test
Seems so
btw, for the red, am i supposed to run Main 7 with Main, or only Main 7?
okay thanks!
@winter junco All right, here's a prototype of the pusher based on this tech. The default version was made for survival, and I wasn't able to kill it with lag - even setting the game to 30 fps and wildly resizing the window didn't kill it, and this was without using LagSaver. The Contracts version meets 6/8 contracts, but severe lag can kill it 7VVNc+I4EP0rqZy3vGAPW2Fdc+AjOKESZiAbG7Q1B32BhSXZK8skZmv/+7YxJiYzU5UDx+HgcotW9+vX/dr/XhNZ8MwIbfPrP6/+vn5Kyquh4Tjhxs8zLqWjCmlFHqf2aOdFxg1JC025j63FNHE0toXhuU0LGvvUCHs8GasNXJI4jx0uueK6+cMXKuO2yBszLzU3m9LZYIGboJCNs8Y4+vu5NSLhTp5KbPz6ssNwSWSaqlOUXSrYKYMUm9jWoA6vFaZjUMaxjV+gtpMzx8a+WQybRPM8b/wLLXbc5Fj6JE1z6wAphkuhAT+GBGtB+eGOnxckF7nlQNGpwtZRC9JbyIN5yF8hPFgE54LWrw2UA6OtUDXg9skJ9DqlbwTXRp24fn/ndwx06PDaYFqDtlxo4dAYQ5EM8EjpY5KnJrMi1Q7+p8AWEKbrNdc5FOLEHLO40FboDcQtNMMHRwIEclP6NNVVtdVRlr7AhBFsjODmCKyxsIDZiwWX7EgBLgwGVMC5z+sW1+cbsT5RyJtxyGBUUxgFG3MgxT+Nr3MoFEaKSCgbEDp5UjZ52q016zZ2odfAgS19xqsqK4LFJs0Aann921VbL1ejVNuKuvyXcn4p50PKuaRGjEqNY/i6SlgrhsacJtXEYcMuLpxGDqSQL4fOfVRI199ANjn0Jjt+cm7DmeFPwxFVYYzdsPySTLtIof3g7feletwqFpPouSBRP2HRq3zQM7nywhLN4y1xe3sWTAo2mD+hIFQo6u3RUy9ZRVITbxhTPe2NAyaJCkscPRbUW+zo4Oze/Nm1vfvbaYmiiUHL+z/mql+iTV9DLEmV3D6o8BOKZl0WPN+v3H4VIyZ6fns7+Q7/jqrVV+SGBVpOs1XZkzwIt2y5kKNgtiN61llFvc5wOPwLe8lmrqdyFVlJt9mIeFM1dt9womVc1dh5V+OPscasQzwmqehZ4i66JHgu2HImcXS8N4z1KurKB9XdobswB37ilbfImHouwCdBy81ZXWN3uiPerAM8p4BLkkAWaHHhHHoG/08zBPwe+rWcmgn0hgGPrRhd6oZZw1sQvJsDNdmyQLrglxG1kPy8r49I9YH7x4KoSYctp/LC8R9O8QOp8d18yYK+Bz1pzWm4R5Fsal4hd2Ih1om/VTTr4CWCPMBvEH46m5FBTxF31qVlzQ3MxZ6+XrYHIxftYMb2MN+gk0V6YX6+UG8Is/NSID2tcHSpen5sacMDjXbaNQ9eGtkPB23NIrffIS/t2Pd3lVf1Gf6JBlsr5LF6XLg3/T0NwpyMehZigV+lkwv3fzhpcuzZcgh7aLpjUW+L5q+tvcR2LLhp93Q0mFflfv78Y266MY4+DSuPcXTspQo9qvpdouY185vq2coBeIg3ON97P9nbH9hfi+/2l4adrR8/NhdfB79/8Fswp26coeg1gR4UFccU9g05q4vFeDlv1zVuJuZmfPP0vlegg221Q87n4FWQAHTpQv/K3h52+ufrb//9Dw==
It apparently can die to lag on lower infinities, presumably due to insufficient enemies copying the barriers
Ah, right, and the Barriers won't work well on lower difficulties where most enemies don't have shields
Hmm, it seems to be most stable on DRImp 100b and ChImp 100b, lane count also affects it, I think
thank you!
This might be a failed experiment, I'm not sure - or maybe only good in some circumstances (and dunno how it compares to other max kps pushers)
I replaced Photo with Uni. Shield and now it's a lot easier to get this started
it's easy enough
It wasn't too bad, but with Uni it usually works on first try
gonna just ask ya here so it's connected immediately
Is this functional with the AI made by bluecat or does it use a seperate AI?
or is it all manual?
The secures are different, so manual I suppose
the abilities can just be stolen from your pusher?
well, it's not that hard to modify the AI so it disables the correct stuff
What you linked to was the idle setter, not the pusher, but either way, Infinity enemies copy stuff
And in case of a lag spike they might hit you up close, triggering your own Barriers - which might trigger their copied Sky Blessing
And that'd be bad
It could also happen early in the run, before your damage escalated - in which case disabling SB first would be recommended
yea I know
is the logic made for the fragment idler equivelent the that put in the pusher (like the general structure) or is it just fully incompatible?
The AI for the pusher should mostly work on the setter, I think? But you'll have to manually disable ST3
neato, oki doki, much appreciated
do you think keeping any of the era powers could help?
I don't think so?
only active modules you use are the classic borf and super tower 3, ye?
or do you not use super tower 3?
I gave it a shot and it ded XD
Should I not go for chimp?
The setter is designed for DRImp 100b
tried it in drimp and instant death XD
Yeah, you need to bring the damage for the setters
The pusher will be better at pushing, as it has more damage stuff
changed the AI to this
Secures super tower 3 and sky blessing immediately and then I just added some extra locks that shouldn't matter much 1ZVdb5swFIb/SpXb7YKPMo1JvYAE3KKGFrLY2NMusF2FJphGTUgK0/77jrtECWm7MWnStFwQyV/n9fO+HL4NVuLxfrleDT6dfRkEOH68m/hDoXCRW7i5WUQmU6z1Dr9IPwIlC06mNSfuQpKn8rqKS2rjhiXFnFtOK1FYSy+JJXJtll3VwsZb/T/ePlWMOKVQ5Rz2GNz2rqjlwnxa8CoJgvBF/Y1Q9JZZuGZZtKSNU94hPJdZWg5RvOFwBiWO4fv+59xezJIqKilZl2K+HHI7UiNLllzhJidj2F9ojcaJxmRqrZ2rIGoYCR9B44dEuQ2buQedCp8zEpsSTftoHR9phRrutqPTc091hkIFv7/f6/uyPd+DD7hlpNxrPNY79GfauSP+Sm4k+thZM3y2+OJi8P5s8Mb9jqIw1o/faaDMCtds4qy5lZocTWtKYiPPWHmtypohfH5yz1YgvOJDZw1nwbr4gdvJ363hh/sarcx8YBFtJHHmLPk1Gy/5FRuzyMm5r1eMyO7dUNgWyjW5et7oDbcn/F/L/xvvX48cpy9yXGHFqvHklI2wdL6ik3w93XOEW2EBL8gtZO3mKJMVt9NNTui1RLjhKmzuJs4S9KagfS1Q2IBPG37vLLiN4ZzpeO9XjnDBL9OH41rAsXNnb264nfntIWGd8dmDHup6otf6IXAwtxS0Cpi7Vin4Ga1YGhbA2ciRWUqkPd2Nd7iN96UWidfhORJwh1d1+YXXZXf17jaVFSUm5M3csEu8At6t7hlCQRYtt5V+9NZ8h8XoMna0z8xe1ODbkqZ/vk8qd8n61rOcQl7CvomzoFkJ3rkb3rNmYIUGsJrnjVPTLIV5rPudSa3Zf5EdP/kH2RlFf56dTs+QRZ51+vpoL8IYfTx8b5+9CBu561cj87Sv4IYmR6yec+3vdKTAItReaA+Lrl4JY9gQKlwF6GefY6hsqWYz0RqDjj9DlALHNeyJ2z7rfYILUaUPvc62gBX0ec0lz1Kn1/mILYFrsuuJC8heQRV8T5Tm0fEQQVYN3Sd7aclwrb83oooL3osjtuGdKcUM/Pn6/Qc=
didn't add any timings, I don't know if you made it with timings in mind
I did account for timing: at the start of the run you can only secure a single thing
Then another after the first attacks, and a 3rd one a second or so later
And a 4th after a few minutes, but that depends on the BP (Yellow secures a 4th in few seconds)
Most BPs won't get to a 5th in any sane amount of time
Well, I guess they might just towards the end of a 100b push
well no, I meant as in module timings
I guess it's just use super tower?
Yes, and even that's optional
then it's prob just not enough damg
Yeah - the setters are damage-hungry on purpose
They have built-in choices that trade multiple es for like a 2% Fragment gain (or less)
There are probably only a few players who can run all of them without changes at the intended Regdiffs
oh, I just forgot the blueprint was rng based XD
whoopsies
oki neato
we have a full package now :D
could using it on specific intervals possibly improve the dps in any way?
It's only needed to buy time for Uni. Gift (and Photosynthesis, if included)
If it was enough, then you won't need it afterwards
If it wasn't enough, then the run failed in the early seconds
oh, so there's no need to keep using it?
Yeah
so the extra max shield is useless, pretty much, huh?
Yes
if our health is guaranteed to not be at 100%, is there a reason not to add bulwark?
Bulwark buffs enemy HP
And the pusher version is supposed to survive through various damage negations, so Bulwark won't help with that
(It is good for Contracts, though, which is why I included it in the Contracts version)
Oh, but the pusher has 100% health
You'd like the add Bulwark to the setter? It won't help with anything there
how can bulwark buff enemy hp if it's secured before any enemy can mimic it?
Ah, then it doesn't
cus yea, I'm just trying to replace 1 time use things with things that could permanently help
absolute zero maybe?
That'd lose the Annihilist contract
contracts help fragments?
yes?
damn I'm bad XD
They're sort of the most important thing π
I think they might be important, idk for sure
Oh, that's interesting: Sky Breaker can do a full speed Borf with Harmonizer just fine
1 hour run:
And there was still a lot of energy left
The BP was the same, but thanks to better stats I was able to let go and stop using Actives after a few Focuses
I think this is like 99.84% of theoretical maximum with 4 secures?
yes, completely nuts
I need to ramp up my locks I guess :). Close but not quite
I also could run without abilities, but only gave me 99.6% after 1 hour, just not stable enough
I did run with LagSaver, so that might've helped. And on Hexalock, so the 4th disable had a better uptime
**AI for the most recent version: **
**Credits: **
@tall jewel - original Extreme Fragment Farming AI, WaterCat
@thorn tapir - original LagSaver
@fresh steeple - shorter pause-only LagSaver used as the basis for the one here
@orchid crest - the ticky thing
@ancient knoll - the clicky thing
** Instructions:**
- Only works with the most recent BPs and execution strategies. Older AIs posted around this thread won't be compatible, but can be adapted to work
- Only one of the following should be enabled: RedMain, BlueMain, YellowMain, PurpleMain
- Don't change resolution after starting a run or the LagSaver will stop working
- In PurpleMain, you can change
Exit tower testingtoRestart tower testingto get multiple runs (helpful against the RNG)
Old AI by @tall jewel :#1227586381929386036 message
Potentially useful tweaks to make in the old AI: #1227586381929386036 message
(The old AI doesn't support the current version of Red. A basic patch can be found here: #1227586381929386036 message)
I've tested the AI and it seems to be working, but it'd be great if other people also took it for a spin
oh no, you used something I did XD
what was it, I might have to fix it
lmao
It's the first line in LagSavers
oh
the relative vector
It locates the pause button at any resolution
Yeah
And it seems to be working
As long as the window isn't resized after the run starts
up to date BPs are in the first post, or should I scour the thread?
It'd be easy to remove that limitation, but I don't want to execute that block of code every few frames
First post is up to date
I fixed this with my autoclicker, want an implementation of it? XD
How is it fixed, though? Does it just recalculate the vector in a loop?
it um.... does some special actions
:local vector screen_size
:local vector clicker
:local double timer
#identifier "DOS.SuperClickAtomicVersion"
#hider "<size=0><line-height=0um>" . {identifier}
; start AI
global.string.set({hider}, global.string.get({hider}) . "</line-height></size>")
refresh_screensize:
screen_size = vec(width.d(), height.d())
timer = now()
update_clicker:
clicker = {pos.relative(695.0 / 800.0, 270.0 / 450.0, 1.0, 0.0)}
clicking:
click(clicker)
gotoif(if(\
x(screen_size) != width.d() || y(screen_size) != height.d(), \
refresh_screensize, \
if(\
now() - timer <= 25.0, \
update_clicker, \
clicking\
)\
), contains("</line-height></size>", global.string.get({hider})))
global.unset({hider})```
Nah, I'll keep it as it is: I've tried to keep the AI relatively lightweight on what it does
:D
So it doesn't slow things down too much
could you export the source too? (if it has one)
I made it using the in-game editor, with the exception of the first line in LagSavers
oh it is?
i didn't have time to import
mp i might need you to make it in less space XD
You can store some stuff in Notepad, I guess
fine fine
gotcha :D
about 12 hours late, but I gotcha
The AI seems to be still working, so that's good. I've also added a note that PurpleMain can be altered to restart after 80s instead of stopping
Yeah I was working on a compressed version
But with more editability
you want to crunch?
Right now I have to reimport the swatercat and make the security into a var (which is like 2 changes)
And I have to test if the borf/lagsaver/disabler combo works
I think those messages came in the wrong order
Funny discord
oh
so which ones are supposed to be on? i understood only one of the color mains but then there are 10 others which idunno about
and also what software am i supposed to have on
Three color Mains should be off and everything else on
It'll do the Software settings for you
ah thanks
@haughty wing , would you post in your lock and module levels here?
I suggest right below your high scores for reference
Hmm, I can, but I'm not sure how helpful that'd be, as those don't apply to all BPs equally
E.g. the current Blue is probably pretty easy to run, compared to others
I had issues with damage with blue, could still help there also
had to do the swap out with ST3(?)
er, photosnthesis
anyways, I think it's a helpful benchmark...it's not the minimum, but gives data on what you are working with
All right, I'll add a note
@haughty wing any reason why purple has the exit at the end but red doesn't?
Purple is supposed to run for exactly 80 seconds, Red can go for over an hour (maybe two) before its Energy gets too low (and the longer it goes, the better)
The Actives are there just to buy time for Uni. Gift
i thought longer was worse im really confused
Nope, longer is better if it's at sustained peak efficiency
The Purple BP in this cases loses its peak killing speed after 80s, so that's where it has to stop
The Red one does not, so it can keep going
And about 2-3 minutes in, it gets an extra Secure
And going longer increases its effect on the average
ah i guess as long as it remains the same killspeed
Yeah
And the first couple seconds of every run are bad
So you want to reduce their impact on the average
By making them a smaller fraction of the run
Ai definitely has some bug
in that it exits tower testing automatically when i try to re enter after exiting unless restarted (due to the t variable most likely)
Hm, which AI are you using? The linked one?
"Ai for the most recent version"
Hm, strange, the only one that should be exiting the run is PurpleMain, and only after 80s on t
Ah, t reaches 80 when you're outside TT, and that exit line instantly tiggers when you re-enter, before Main gets to reset t?
nope, something weirder
even if t < 80 it happens
Ah
That's LagSaver
It clicks where the pause buttons was
And apparently it does it like a maniac
why are there 2 lagsavers anyways
One if for Borfs
Those should run with game set to 60 fps so it prevents them from falling down below 55
The other is for non-borfs, with the 120 somewhat arbitrarily picked as "good enough"
additionally something does not like having the unfocused mode on
probably lagsaver
but it screws up the t counter
Hmm, I don't think I've tested unfocused mode - I did my long runs with Dynamic Rendering off, or without unfocusing
is "t" made using ticks? or just waits
Patch for the LagSaver issue lVTNb5swFP9XKs478DmJST3YCzhBCS1usMFVDzGu5iYGsVECybT/fU7aKfGhS/MOliz5+f0+3nu/ra769dK+dta3m0drsiG+mCaKUwIflm1aUtWDDOhwmpI6al4HSnjJVtBgA47hH44Fc0nPiqQtd8FeoHD4jtItb1K7pIENQRA/T/GO6fws33wVSK1XY9xwFL6UdOgZCp2yHtW8SZUAcs3dwx9xL0AGBYxlVSt7hRx1yJvXWNdOOpa19uqIBys+xdKsF/08v4MBvAcEE1coXpPdii40XqlKj9gsM2re4ULaVU1eWR4ndw1uS7e7P+OnnhFZiwKrixyHsWE0UBr/WnOzuQdmpRv2lYclb7Ioyg2tHxjFR70/gREbGFWiWOTIFfX/7wNMDIxZPTosP+Zd5vdx7oWa2MijlHTad29J45b/CE/61MRnNHUEyg2N4sjQiDE6dtwTbzqhk076/bYyeyc3NYJO1cDu83xN3PmU7Co0qjfcV/k64YhIrshwta+btGM07kkBbq0vN9ZH/4JTxIcjoqc6wo1bMSW97sdu4mp+BTzM0567fl/W4ZbD9H2u1Z5oX7QmOStSPVtBY/b3TN4bWCN4QX9ichklc1Ip9PvFcjZc5d1ZbrrMr981eg7/7Rq9t/asyAy/QJHdWk9//gI=
Athough I don't think I'll use it myself, as that's an extra Script running
I guess I could just roll it into Main to save space
But that'd still be an extra Script running
lagsaver 120 is for everyone besides yellow?
and yellow is 55?
No, Blue is also a Borf
so, blue and yellow 55, red and purple 120?
Yes
oki doki
Blue can face tank the spikes
7 6 12 17
4 3 6 8
2 1 3 4
purple -> blue -> red -> yellow
mp, would you mind it if I switch the order of things a little?
actually, I don't think I even know how to do it without switching the order
Order of what?
which fragment type is counted first
I can't do it in red blue yellow purple, I'm sorry
I mean, I could but it'll add more complexity than it needs
no no, secures
It's surprisingly simple to detect which bp is used with these 4, so I can just crunch it all into 6-7 scripts
Some of the secures are more important than other, so it'd depend on case-by-base basis
Also, those BPs might still change, so detection methods might stop working
the secures stay in the same way
I'm just putting them all into a string and indexing it via the detected bp using this
it's fine, when it stops working, I'll change it again XD
Then I'm not really sure what you're asking
nah, I was just asking if you'd rather them be calculated in the red blue yellow purple order or if I'm fine to change it so it's easier
idk how to make it be in RBYP order, so ignore tha question XD
Calculated?
say we have the string:
module1; module2; module3; ... moduleX; end of red secures start of blue secures module1; module2; module....
and so on for the rest of the things
I'm making them all have equal spacing, so it's easy to index
index * 0 = red
index * 1 = blue
and so on
ya get it?
that's the calculation XD
and I can't do that, so I need to make it be
index * 0 = purple
index * 1 = blue
index * 2 = red
index * 3 = yellow
this is what I was asking, if you'd rather I make it be RBYP or no XD
I'm not sure how I was supposed to get that without explanation, but sure, seems fine, as long as it ultimately works the same
yea, you definitely weren't XD
I'm in a completely different world rn XD
oh reminds me to finish my ai
you got a bp checker made?
If not, I can give you mine
yeh
ya got it?
neat
only thing left I have to add is the exit/restart after timerloop end
I wish I could still return void functions
would make it one line
and logicable
@ancient knoll test this for me pls <3
oki dokio, bye bye chimp XD
wow, just 4 scripts?
Super compact XD
I wanted to add something to skills but it was 25 already
well that sucks
well, lagsaver works, it's just that I can't see the screen without activating it
that was shit wording, lol
I can't be in tower testing without it pausing since I can't get more than 60 fps
I need to have the game in focus so the game renders the skill uses
does the normal ai work?
nope
did it not?
brilliant, everything is functional from the looks of things :D
when should purples quit? at 80?
yey, it works :D
did you test em dying, I will if you didn't
okay well here's the package if you want to borrow anything
I'll write it up in #1093895780865163284 soonish
oki doki, ty
yea, I didn't mention it cus I was just gonna let ya do your thing XD
lua's only somewhat cursed at least
Shouldn't there be 3 of those for Borf to borf as much as a Borf can?
with fast atomics there can be 2
can't do fast atomics if you're running tick though
change line 2 to execute(tick)?
does that work?
don't run it twice?
no, just 1 time
okie
add a wait(0.0) at the top of the script
no need with execute(tick)
what are you saying to do?
?
I assumed you wanted something like this
:global double t
wait(0.0)
t = t + time.delta()
goto(1)```
oh, you're saying
execute(tick)
t = t + time.delta()
```?
tick
execute?
oki, no need for fast atomics in that case anyway
unless you want to remove 1 of the bls or however they're called
So there's an issue that I also encountered in my version, but it got fixed there
LagSaver breaks if you restart
It pauses at the start of the run and does nothing once unpaused
LagSaver breaks whenever in your version XD
lagsaver just spams pause for me, idk why
it persists outside of towertesting and clicks everything :D
Oh, that - I made a patch for it
well he added a script to fix that
This happens if the 120 version runs with FPS set to 60
Or if you open a menu mid-run
it's an incredibly sensitive system
This is kind of important, 'cos most of those BPs can die early and then need a restart
For this reason, Purple also shouldn't be exiting if it dies early (it seems to be doing that currently)
If it makes things easier, it's fine if Purple restarts at 80s instead of exiting
That might even be more useful
oh I added something for it, I can make it into a variable
fixed a few other things and lagsaver pausing at start
actually, makes more sense for it to just be a restart
you can exit at any time
True
okie changed it
oh uhhhhhhhhhh
I'll just add the thing you had before back
I don't need the extra lines
whoops
flipd an if
LagSaver still doesn't work, and it always shows as False here:
you changed it to true?
Was I supposed to?
it's in main
Yeah, seems to be good now
Otherwise things seem to be working, although I didn't test 4th or 5th secures
(Thanks for making this!)
haha, but just you wait
I'm making something so big, it's breaking d0s's code XD
hehe, I broke it so badly I can't continue until d0s comes and fixes his code :D
funnily enough I think they're broken
though mostly a game issue it seems
actually
easy fix
okay is done
d0s's editor has had enough of my abuse and it's fighting back
could you try this in case it works for you?
if it doesn't, you can delete the workspace and refresh the page to get it back to normal :D
ExtremeAI Compressed
Highly Recommended to use Fast Atomic Functions
You can set software Security (0 = all software, 1 = normal software, 2 = safe software) and turn off/on Lagsaver in the 'Main' script, first 2 lines
Editing the script should be done at https://d0sboots.github.io/perfect-tower/ using the source (all the legiable text). Only update the first 6 scripts, its not recommended to touch below
Otherwise works fine
sure just send me it
here ya go :D
go into sync, if you get a scripts/lexer.lua:... error, it's just broken entirely XD
scripts/lexer.lua:236: attempt to concatenate a nil value (local 'typeRight')
yup, it's just broken
oki doki, you should be able to delete the workspace and refresh the page to get back to normal :D
ty for testing it
wait is that internal
yea
this boy I highlighted```
if left.type == "string" and left.value == "" then
table.insert(node.tokens, j, right);
elseif right.type == "string" and right.value == "" then
table.insert(node.tokens, j, left);
- else
- local new = newNode(left.pos, node, "concat");
- new.args = { left, right };
- table.insert(node.tokens, j, new); line 236
- end
else
if type == "op_mod" then
local types = { int = 1, double = 1, vector = 1 };
assert(types[typeLeft], tokenError(left, "arithmetic cannot be performed on a " .. typeLeft));
assert(types[typeRight], tokenError(right, "arithmetic cannot be performed on a " .. typeRight));
assert(op.value ~= "%" or typeLeft ~= "vector", tokenError(op, "vector doesn't support modulus"));
end
yea, the editor is using scripts written in lua :D
pretty sure its this
it needs a value in the %
and returns null because its expecting an int, but no int returned
oh, I forgot to add that one?
lmfao, you're right
nah, dw
I dm'd him
ah ok
it just needs an outlier message like assigning nill
"arithmetic cannot be preformed on nil"
i did that on my frag farms but it compresses the disables all the way to 1 script
thereβs a lot of checking though
can we do a role reversal and you test out this AI? <3
sure
:D
atomics gotta be on, there's no toggle for lagsaver, it might cause problems... we'll see
it can be crunched further
but it's better to test if this thing even works beforehand XD
I highly doubt that my checkpoint system is going to work.... that one might fail if you're doing red/purple
oh wait, it's unfinished
fuck XD
I forgot the end conditions
well, even with the missing end conditions, it'd still be nice to see if it activates things correctly
crashes when I restart tt
doesn't turn off when returning to town
t just stops after first tick
inf disables don't work
borf spam works
red only seems to use google's
blue does not use st3
yellow only uses awareness
purple only uses hurricane first (its usually last)
useinstant(active.index("air.hurricane"))
useinstant(active.index("tower.super.1"))
useinstant(active.index("tower.super.2"))
waituntil(t >= 19.99)
useinstant(active.index("spell.radar"))
waituntil(t >= 39.99)
useinstant(active.index("spell.radar"))
waituntil(t >= 49.99)
useinstant(active.index("air.hurricane"))
waituntil(t >= 79.99)
there's a huricane at the beginning
very interesting tho...
tysm
nah, I get what's happening tho, it's just surprising that it doesn't sync
how about this?
I still don't have the ending (please do not include the last 5 scripts XD) but this should've fixed the crash on restart and the AI not using the spells correctly
is lagsaver giving you problems?
you could just disable it if it is
well it doesn't run when I turn on overlay while inside of tt, but it doesn't crash either
still the same issues besides that
yea, there's no impulse wakeup()
well, in that case....
would you be willing to run through this list? XD
It's just press X and you'll get all this data... and tell me when you find something strange/if the AI completed a full cycle
there's 17 spells to go through, I understand if you'd rather not XD
oh, it might also be better to restart AI overlay if you're doing it, so that the hiding block doesn't mess stuff up
actually, the hiding block messes stuff up regardless, here's the new one XD
it always just says 0 in every and then google.influence
unless this one is broken
I'll try the one you just posted
nope its the same
you press x to cycle through them
and you know you've hit the end once "pointerExtremeAI" is 0 again
yeah I'm spamming it
uh oh, that's not good XD
oh
fixed it XD
I was doing %0 on every increment because the blueprint was 0, no wonder it wouldn't go past 0
if there's something wrong, you'll see a word get cut off or a . within one of the readings
outside of the spell id and the wait/xpos/ypos
index and pointer are changing, but they're just different substrings of "google.influence" (ex: ogle.influence)
oki, that's really wrong XD
can you send a screenshot of the second value?
which value?
increment * 2 = 94
when pointer = 94
pointer means the variable "pointerExtremeAI"
ofc it's messed up, I'm a dumbass XD
hell yea, it's not broken, I was the one to break it XD
Woohoo
oki great
so this clears things up a lot XD
oki, this one should have spell activations
the scripts after software are unnecessary π
red uses both nature and light focus once
blue doesn't use st3
yellow spams uses all 3 its supposed to
similar things for purple
so red yellow and purple are working
Secures is still messed up?
wait no
red one, does it die before it gets to use them a second time?
or does my AI just fail catastrophically?
oh wait, idk what threshold was doing there XD
secures don't work
purple dies before doing much
because it uses every skill
and then it'll die before they're off cd to see if they're used again
wait, purple uses radar and hurricane instantly?
hurricane, st1, st2, and radar
huh
and t is above 20 when it uses radar, right?
t stops after first tick
someone messed up the name then if it's execute(tick)
oh, that explains it XD
so t is at 1 or 0 permanently?
oki, let's try this one
tick works
red, blue crashes after a few seconds
why exactly at that point
crash as in crashes AI?
yes
Not really exactly, but there are reasons:
- if used too early, before things fully stabilize, it causes instability and often death
- I don't want it to overlap with potential buffs from Dice (which come at 30 and 60)
and it doesn't crash yellow or purple?
nope
after a few seconds, does this mean blue managed to use st3?
if used too early, before things fully stabilize, it causes instability and often death
why
well it uses st3 immediatly on main
but no it does not use st3
also plz leave ping reply on
Probably something about suddenly hitting enemies at a different distance, which might create some gaps for other enemies to slip by close enough to use abilities
Or something like that
it seems sync gets overexecuted
what?
main doesn't have abilities on XD
main as in main ai
There always seems to be at least a slight risk when using range changing things on DRImp from what I've seen
But it's much smaller if things are already fully stabilized
ah crap, that makes things more obvious, ty bluecat XD
hmmm, yeah that's fair enough ig XD
oh no, I might need you to do this one again
I can't believe I didn't include the syncronization for it
hope you don't mind π
this one shows sync
It should be fine, but that many active sync's is worrying
google 2
awareness 2
hurricane 2
rest 0
Red is supposed to go like this: DS, Nature, Light, Nature, Light, leap of faith - without any overlapping or gaps between the buffs
he knows how its supposed to go
Ah, all right
Ah, sorry, I've misread "red uses both nature and light focus once" as "at once"
it does both them
at once
at the start of the run
he knows its not supposed to do that
ooooh, I know what I did badly XD
Ok, I see
this is how the thing looks XD```
:const int blueprint_red {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(google.influence, 0.0)}
{add_active_module.instant(boost.shoreline, 0.0)}
{add_active_module.instant(sacrifice.dark, 0.0)}
:const int red_checkpoint {lua(return #spell.active_module.names)}
{add_active_module.instant(focus.nature, 14.99)}
{add_active_module.instant(focus.light, 59.99)}
{add_active_module.instant(focus.nature, 104.99)}
{add_active_module.instant(focus.light, 149.99)}
:const int blueprint_blue {lua(return #spell.active_module.names)}
{add_active_module.instant(tower.super.3, 0.0)}
:const int blue_checkpoint {lua(return #spell.active_module.names)}
:const int blueprint_yellow {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(spell.awareness, 0.1)}
{add_active_module.instant(spell.floof, 0.1)}
{add_active_module.instant(spell.refresh, 0.1)}
:const int blueprint_purple {lua(return #spell.active_module.names)}
{syncronize_module_activation(3)}
{add_active_module.instant(air.hurricane, 0.0)}
{add_active_module.instant(tower.super.1, 0.0)}
{add_active_module.instant(tower.super.2, 0.0)}
{add_active_module.instant(spell.radar, 19.99)}
{add_active_module.instant(spell.radar, 39.99)}
{add_active_module.instant(air.hurricane, 49.99)}
:const int purple_checkpoint {lua(return #spell.active_module.names)}
so it does both nature focus and light focus at once, even tho it's not supposed to?
yeah it basically just uses every skill at the start without waits
then this should fix it
disregard everything bellow software, yknow the drill XD
umm, I actually royally messed up the sign
I don't think it's going to use any of them this time
here's the correct waitwhile()
this doesn't fix the root problem, ik, but it should've fixed the timing of skills
crashes from sync again
yea, I know... it's something I need to think about for longer, but does it still use the skills before it's supposed to?
purple should show it
yeah its the same as before
well, that's bad
oh wait, there's no longer a hider.... what're the internal variables?
can you send a ss?
I think I'll have to leave in a bit π
1 final test with this and you'll be free from my messages XD
for a few minutes
timer goes up normally
purple:
pointer just goes through a few values fast
bp 11
cp 6
next 17
yellow:
0 or 47
8
0
11
blue:
goes through a few values
0
3
7
red:
goes through a few values
0
3
7
pointer
bleuprint found
checkpoint
blueprint next
that's the order, ye?
yeah
expected values```
red:
0
3
7
blue
7
0
8
yellow:
8
0
12
purple
12
0
17
marveloius, we've found the issue
are you absolutely certain that blue is 0 3 7?
and you didn't change the bps either I assume
blue has 6
red has 7
oh my blue was wrong then
ah right
I put crates in it for testing
forgot to remove it
blue is 7 0 8
aha, oki
that'd also explain the lack of super tower 3
and does use st3
what
yey, blue purple and yellow are functionally sound, sort of...
varname . identifier
wait but actually, why do you need so many detectors?
there's just 3
and the checkpoint is temporary bc there's no ending script
I have the space and it makes testing easier
fair i guess (am i being agressive? sorry)
does blue still crash
no
great
it's literally just because of the red XD
active timing still sucks I assume?
I didn't change it, but it's worth checking just in case
well blue only uses st3 at the start
no, it's fine
this is big, but still in prototyping
yea ik
I'm talking about the others
also idk why but red isn't crashing anymore for me
still uses focuses at the same time though
and only once
oh, no death?
that's impressive
can i help with anything
i am just about to finish the https://discord.com/channels/488444879836413975/1257712401143566406 one so i'll be able to help
why so much silence suddenly
well cod says he was going to sleep
no sleep
unplanned event I must attend
same thing
you want content?
XD
chat we've all been lied to
the cost to upgrade era powers is 212, not 213 XD
seriously this is probably unrelated and offtopic so fine i'll stop
pretty sure you round up the entire thing
oh i misunderstood parenthesis
so... sync sometimes crashes and other times doesn't?
with red bp
I mean... are you still able to make it crash?
oh its crashing now though
oki... that's still in need of fixing then
out of pure randomness XD
you should also be able to run this AI without fast atomics and it'll function
mind giving that a go?
cus that should fix the increased activation from sync
but it'll probably also be slower than intended
red didn't use shor, it did use ds and booble's though
also it is using the focuses correctly
if I restart it uses them at the same time though
uses the focuses at the same time?
when I restart it uses both at the same time
when I start ai from town and go into tt is uses 1 after another timed correctly
hmm, that's messy... it also makes sense because I'm most likely killing it slower than I'd like
what about purple tho?
that one's the second most complex
does it still use radar before it should?
uses them all right away on purple
radar included.... before 19.99
yes
oki, tysm blue, sorry it has so many problems XD
all good
your AI does have the ending conditions, right? XD
It should
it probably dies, I just can't survive the frag farms :(
hey @haughty wing any special town perks or the normal damage perks?
Optimally, you'll want to have as many Resource-boosting perks as possible, esp. for non-Purples
But damage comes first
huh, so I should have resource boosters in manufacturing?
Yes
so I should have the winAI town perks setup?
No idea what that is
1:1:1 resources -> town assets -> museum boost
If you can manage without Damage, then sure
But you'll probably need at least some Damage
I cannot manage with damage
I'm doing chimp and I cannot survive for 1 second with your AI
using red frags
I only recently became able to survive that
chimp?
Oh I see
Older versions, esp. the Hurricane one, might work better
But their AI situation is messy
Might be easier to make your own, I guess
but I did chimp inf100b for frags ;-;
Hurricane was also for ChImp
And you can devolve it further by swapping-in Energy Regen to use more Actives
And devolve further still into a Borf, with even more Actives going
Adding ST3 might also help
and none of the other recently made bps work on chimp, because they're recommended to be done in drimp, huh?
;-;
gad dangit
Yes, I don't think anyone with legit stats can run those on ChImp
And their previous versions were on ChNm
You can run 8/8 on ChImp 100b, though
problem is I don't have a functional 8/8
Enough stuff has been posted around to put one together
you saw what I did to sky breaker thinking they were good changes
I am not a person that creates blueprints XD
There is a BP posted - slightly older/suboptimal version, but it works
I tried the winNER... that's the only one I know of
That was the AI for it, I think
yea, and you made a bp after that, which works with winNER, no?
So I was told, I haven't tried the AI
So the last piece you need is how to make it work after the nerf
And that was also posted
Is there a reason you have XP boosters in your 8/8 resIdle bp?
Hmm, I think an early version of it needed 4 secures, and then they became leftover 'cos I was changing the BP in a hurry
So they're not needed anymore
alr
are you sure not disabling uni makes wince better? is this based on tests or what's your thought/math process
cause from my math the chance that enemy dies is lower
that is unless uni power cannot "block" wince
pretty sure not disabling uni dosen't count as an extra hit
It's based on what I've been told: that it counts as 10 attacks and thus has 10 chances to trigger WINCE. But aside from that, it's also needed for stability: it increases the number of enemies who can trigger SB by 50%, and that makes a big practical difference
And the latter is the main reason
I got that info from here: #1239206059508236409 message
And there's a bit more elaboration: #1239221781194211400 message
still triggers sky blessing tho
So it might also trigger WINCE anyway, even if it doesn't add to the counters?
WINCE kills even with all hits at 0
I ran a test, and I'm not sure if there's a practical difference in kill speed from the Era power, at least at ChImp 100b attack speeds. Pretty much all elements were getting killed at roughly the same rate, except Darkness who were a bit ahead (this was with no Era disabled)
But it's not happening in a repeat test
Oh, one thing to note, is that WINCE does get an extra trigger chance from Tastes
I actually confirmed that much in testing a while ago
you're right that darkness enemies also die faster with their power
does it make them move faster or teleport?
can they die while invisible?
or possibly its the same deal as uni, the extra % damage hit they deal
I assumed the latter, but dunno for sure
yes I confirmed that darkness enemies are tangible while hidden
module "something" kills them, at least
I tested air era enemies
guess the results
I'd expect a small effect of more killed with the Era power on? 'cos they start hitting sooner?
the story goes as follows:
just pure melee Vs ranged air, I felt no difference after disabling
but giving enemies Radar, gives a clear preference to melee (as expected?)
so that's the answer for max wince killrate
disable all except dark and uni
need to test elec tho
Neutral?
yea
As in, have you tested those as well?
nop not yet, but it'll prob be similar to darkness
Yeah
i really though Air era would help
they get a lot less travel distance, so they might help marginally
yea its true
+1 less disable
neutral is better with power as now expected
I'll throw no dark on my script then
seems like water era cant block wince
so it CAN be left enabled, but no reason to
nor can light enemies, or 1 sec is just too short
I don't think instakills are blockable at all
I also tried testing what modules are worth, inconclusive, too many mod combos to try
Yeah, I've kind of just slapped a bunch of things that might work onto my version
Most of them are probably rather marginal either way
there is a decent number of ability junk for enemies like refresh floof cooling snap, so I've also just added all the positive abilities
why don't you run purple on chimp?
is it hard to get infinity damage with purple or...?
most likely damage, it's still a big jump from drimp to chimp
makes sense
Yup, not that long ago I needed to use ST3 to just barely run it on DRImp
And ChImp is like e52 higher or so?
Even DrImp needs massive locks
Been away for a bit, I'm guessing this is still the best setup for setting a good idle?
yes
Having a bit of trouble fololowing which one is the most current/most-recently updated BP and AI. Are the pins just the way to go?
yes
depends on the bp you're running
(unless I turn Wave Streaming off)
It is with red
do remember that all of these blueprints require crazy stats
use the blueprint AI
It shuts off the correct software for you
does turning off x3 speed help? or are you already at x1?
there are a few older, less stat-dependant versions of red if you can't run current btw
if you're dying on chimp, might be better to try out chnm
also check damage you're dealing
no, not with red XD
if you die before 60 seconds, you don't set an idle, so your fragment farming will have been for nothing
a slightly worse idle from chnm compared to the idle of chimp is better than no idle at all
codboy if you have to run red on chnm you might as well use https://discord.com/channels/488444879836413975/1144705871486648460
Guess I'll have to try that
I literally die within 2s
Chnm seems to be working smoothly
then it's a damage issue
but you are losing 15% of fragments on chnm
although since you don't have 100b on chimp it might be less or more, i don't know.
Depends on infinity number at chnm
that doesn't matter if you're still getting an improvement
my idle is set at 950k atm
from Chnm
with latter versions it can go up to 1.3e6 at chimp
Was wrong btw I'm only at 6M for Chimp ^^
the less stat dependant ones, maybe like 1.2e6 or 1.1e6